Scarlett on 7/9/2004 at 12:24
Quote Posted by Teh-Builder
The unreal engine keeps track of how much light a lightsource puts onto an actor, or there was simply added a thingi to players that would detect the amount of light.
Ah, right... you have to code for Unreal in that pussy UnrealScript, huh? ;)
Well, on a more technical level, it sounds like the light data is probably comming from a "lightgrid" kind of system, which gets setup when you process the lighting. It stores the light intensity levels in 3d space, at each "grid point", which is generally done so the renderer knows how to light up models. Using the already existing data is the efficient way of doing it - what i had to do was kind of a hack, unfortunatly.
Renzatic on 7/9/2004 at 13:51
(
http://users.chartertn.net/greymatt/texture_test4.jpg) A better example of how the textures look ingame.
I'm proud of it, and I hope BT is too since I'm mostly using his textures. ;)
It'll look a helluva lot better once I throw in the fireplace (need the appropriate textures), and throw in some furniture. Right now it's kinda sparse.
Domarius on 7/9/2004 at 13:54
I said it in the Dark Mod forums and I'll say it again here - you two guys rock!
(And everyone else designing textures at the Dark Mod forums - they are really good!)
BlackThief on 7/9/2004 at 14:06
Quote Posted by Renzatic
(
http://users.chartertn.net/greymatt/texture_test4.jpg) A better example of how the textures look ingame.
I'm proud of it, and I hope BT is too since I'm mostly using his textures. ;)
It'll look a helluva lot better once I throw in the fireplace (need the appropriate textures), and throw in some furniture. Right now it's kinda sparse.
yeah, I love this screenshot :) and I love this mod :cheeky:
SneaksieDave on 7/9/2004 at 14:47
Um.. wow! I was not expecting this (so soon, if at all!) I must admit, I fell to the "yeah, yeah, sher, sher" mindset about a T3 mod for D3, but I've gotta echo what others have said - it looks great, and you seem to be getting on it fast. Keep up the great work. A model already? Wow.
Oh, and Renz, re: your level shot: OMFG. :wot:
Edit: Hey, I don't have D3 (yet) but... don't you go back and forth between levels? Like right at the beginning, there's a mars sequence or something and then you go back where you came from before all goes wrong? And if so, is that loading zones? It would be good if they're there as an option (back to the "evil loading zones effectively *allow* for IMMENSE missions" argument).
chrish on 7/9/2004 at 14:59
That's looking really great! :thumb:
Maybe I'll have to keep my copy of Doom 3 instead of trying to sell it off. Hmm...
- chrish
Renzatic on 7/9/2004 at 15:05
Yup. Even though Doom 3 doesn't use 2 way loading zones, they could be easily implemented in any mod. All you'd have to do is make a gateway back into the map you were in previously, like flipping a switch on one side then doing the same thing when you're on the other to move back.
I'm toying with the idea of putting them in my maps cuz, like you said, you could make some massive and really detailed missions by using em. Thing is Doom 3 isn't exactly what I'd call a quick loading game, so I'll have to weigh the pros and cons carefully.
If anything I might set it up like a seperate exterior/interior type deal.
Fingernail on 7/9/2004 at 16:26
Well, what did you mean by propagation? In the physics sense, this is just how sound travels through air. Since computer games do not literally simulate every molecule of air, there has to be some technical approximation based on much simpler laws.
EAX would mean, as stated, that occlusion and distance would effect the sounds. As it turns out, the current build of the Doom 3 engine does not have EAX support.
However, the great thing about Doom 3 is it's flexibility. As with all ID engines.
SneaksieDave on 7/9/2004 at 18:30
Oh man.. should I be drooling over such early work, getting my hopes way up before we even know what the D3 SDK will be able to do? Man does that look good. Surreal even.
Silent running mode?! No way! Unless of course that "next big update" is a daily type of thing. ;)