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Posted Monday, June 12, 2006 6:13:30 PM
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Last Login: Saturday, September 02, 2006 10:17:37 PM
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Well I gave a try to the UQEH2 and it was what you write, didn't find anything bad and all you promised is there..
However I still don't think it is enought to beat good old NH, what it really miss is model frame interpolation and colored lighing
Can you also consider following?
bind some textures instead boring generated image for particles?
use normal maps for bumpmapping ? ( turn it off unless texture has _n equivalent with normal map information )
some shading? GL_LIGHT would be very interesting as it provides very nice vertex shading without really much work
better transparency? ( color buffer trick preventing ugly overlapping polygons )
new model formats ? ( MDL is dead all the way, MD2 is better on it but still hard to get real tools, MD3 is okay )
multiplayer goodies
Anyway keep the great job, it is already much better than vanilla H2
Post #34
Posted Monday, June 12, 2006 9:36:19 PM


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I was actually considering model interpolation, but decided that any more features added will delay the engine for far too long, and the engine was already long overdue for release.

The next version might well see model interpolation. Ive also been considering looking more closely at the particle system in the next release.. my main concern now was to release an engine that will exceed every expectation when compared to the last official engine release.

The engine actually DOES support bumpmapping. In the console, type: "gl_bumpmap_dot3 1" to enable DOT3 bumpmapping on all level textures!

The bumpmap textures are dynamically created, the only CON is it doesnt look that good on Hexen II 's old low-rez textures, but if you add your own high-rez textures to the engine, and enable DOT3 it actually looks quite nice.

Once of the features the next version of the engine will have is FOG.. I just didnt have enough time on my side to implement this.

Some time ago I did spend some time with model formats, but with little success since I need to cater for both the Software and OpenGL renderers.. I will spend more time again on this issue in the next version though.

Post #36
Posted Wednesday, June 14, 2006 3:02:30 PM
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Thanks, no interpolations hurts visuals really bad
For bumpapping i think it would be nice to have it optional per texture
if you turn it on engine should search a normal map image, if found use it otherwise skip bumpmap, that should make it faster and nicer
nice job already anyway
Post #49
Posted Wednesday, June 14, 2006 3:20:53 PM


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Im going to look more in detail at bumpmapping in future versions. At the moment it's generating it, but in future it will generate only those it doesnt find bumpmap textures for, but there will also be a setting to only load bumpmap textures and generte nothing else.

Theres definitely alot of nice things coming now that the first version is released.

Post #50
Posted Monday, July 10, 2006 2:52:31 AM
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First, I'd like to say I'm a huge fan of your work keep up the excellent job. The quake engine will never die!

At any rate: what about EAX support? That'd just rock.

Post #94
Posted Monday, July 10, 2006 11:11:51 AM


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Thanks!

Ive been looking at OpenAL.. It supports EAX.. It'll be mission to replace Hexen2's (Quake) dated sound system.. but it should be do-able. If we are lucky the next release will have this.

Post #101
Posted Thursday, October 12, 2006 12:02:32 AM


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Hello,

Like necromancer

-That can be great to improve they 3d model ( MD2/MD3, hires Skin, Normal map, Glow effect, more frame, shadows..)

-Why not a stuff like an "Remodelling Project", well that suppose to increase the polycount..





† See Ya, †
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