Search found 61 matches
- Sun Jul 29, 2007 3:12 am
- Forum: ID Tech
- Topic: Fjo3tourney5 - Doggmeistr - Beta 1
- Replies: 29
- Views: 11552
- Tue Mar 06, 2007 2:04 pm
- Forum: ID Tech
- Topic: Changing texture path for md3-model [solved]
- Replies: 6
- Views: 2684
- Tue Mar 06, 2007 3:12 am
- Forum: ID Tech
- Topic: Changing texture path for md3-model [solved]
- Replies: 6
- Views: 2684
- Wed Feb 21, 2007 9:23 am
- Forum: ID Tech
- Topic: Model scaling problem
- Replies: 2
- Views: 1412
- Sat Feb 17, 2007 6:20 am
- Forum: ID Tech
- Topic: Failed to load lower.md3
- Replies: 3
- Views: 2004
The vertex count in max will not be correct for a realtime application. Game engines typically have to split vertices in order to handle different materials, discontinuous uvs (ie, seams) and smoothing group boundaries. There is a good, in depth explanation at http://www.ericchadwick.com/examples/pr...
- Mon Feb 12, 2007 1:02 pm
- Forum: ID Tech
- Topic: Q3A - brahms alpha
- Replies: 22
- Views: 6278
Whats the use of seperating faces >and< using lightmaps? Lightmap generation uses the same normals as vertex lit surfaces, so separating faces should help prevent smoothing artifacts from messing up your lightmaps. Of course, if you are getting nice lighting already there's nothing to worry about. ...
- Sun Feb 11, 2007 6:55 pm
- Forum: ID Tech
- Topic: Q3A - brahms alpha
- Replies: 22
- Views: 6278
The vertex lit, split faced model looks the most right to me. There's still some wierd shadowing happening on the panels, but that's one of the downsides of q3's vertex lighting model. The other thing you could do is use split faces and lightmap it with a fairly high lightmapscale. That (should) loo...
- Sun Feb 11, 2007 10:22 am
- Forum: ID Tech
- Topic: Q3A q3map_normalimage
- Replies: 4
- Views: 2650
One thing you might try is painting/baking multiple versions of a texture with different lighting, and place/blend those to fake surface shading (perhaps with highres lightmaps to take care of the tricky spots?). Of course, that would be technically difficult and a crapload of work, and lightmap sha...
- Sun Feb 11, 2007 10:06 am
- Forum: ID Tech
- Topic: Q3A - brahms alpha
- Replies: 22
- Views: 6278
- Mon Jan 29, 2007 8:29 am
- Forum: ID Tech
- Topic: getting maps from blender to gtkradiant
- Replies: 8
- Views: 9603
- Mon Dec 04, 2006 9:20 am
- Forum: ID Tech
- Topic: Q3 - Smoother shading on edges?
- Replies: 15
- Views: 5506
- Sat Nov 11, 2006 10:06 am
- Forum: ID Tech
- Topic: procedural textures
- Replies: 13
- Views: 2686
- Sat Nov 11, 2006 3:15 am
- Forum: ID Tech
- Topic: procedural textures
- Replies: 13
- Views: 2686
- Tue Oct 31, 2006 4:38 pm
- Forum: ID Tech
- Topic: Fog in Quake 4
- Replies: 5
- Views: 1787
- Mon Oct 30, 2006 1:36 pm
- Forum: General Discussion
- Topic: British smiles
- Replies: 43
- Views: 4238
- Sat Oct 28, 2006 2:01 am
- Forum: ID Tech
- Topic: Deform In Quake 4...?
- Replies: 6
- Views: 2234
- Fri Oct 27, 2006 4:46 pm
- Forum: ID Tech
- Topic: Deform In Quake 4...?
- Replies: 6
- Views: 2234
Changing tangents aren't a problem anywhere in d3 that I know of. Anyway, check out http://www.iddevnet.com/doom3/materials.php - there is a section there which lists the deform functions and their syntax.
- Thu Oct 19, 2006 5:36 pm
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5345
But you can export and import them back in should you need to do any manual lightmap editing. I've done this a few times, and as you clearly know it's not useful for increasing lightmap size. Otherwise, if you use lightstyles, external lightmaps are generated. You know, I didn't think of that. I mi...
- Thu Oct 19, 2006 5:27 pm
- Forum: ID Tech
- Topic: Texturing curves and caps...
- Replies: 25
- Views: 6503
- Wed Oct 18, 2006 1:18 am
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5345
- Tue Oct 17, 2006 7:16 pm
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5345
Q3 lightmaps are limited to 128*128, which means that a large or densely lightmapped level is going to have quite a few. That leads to the sort of problems you are having, as well as being bad for performance. There's not all that much you can do other than to minimise texture variety and lightmap u...
- Wed Oct 04, 2006 4:22 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7360
- Views: 3118986
I get exactly what he means, and I think in that shot it's all down to lighting. I don't mean the surface interaction stuff, but the actual large scale lighting of the scene. Almost everything in that shot is either fully sunlit or fully ambient, with no pleasant transitions between the two values. ...
- Sun Sep 10, 2006 6:49 pm
- Forum: ID Tech
- Topic: Clip a Patch Mesh ?
- Replies: 11
- Views: 3104
- Sun Aug 13, 2006 8:56 pm
- Forum: ID Tech
- Topic: Did a low poly model of R2D2 because I was bored...
- Replies: 5
- Views: 2086