Quake II Evolved Per Pixel Lighting Shots
Posted: Mon Jun 20, 2005 7:32 am
Your world is waiting...
https://quake3world.com/forum/
What, like this?rep wrote:So basically it's DOOM 3 with a good netcode?
Next up: Remodel everything.


Ruh roh... Show us the per pixel normals on this one.o'dium wrote:What, like this?rep wrote:So basically it's DOOM 3 with a good netcode?
Next up: Remodel everything.
Q3A does rendering (and esp. texture mapping) the expensive way, i.e. no LOD[1], no falloff, no mipmapping[2], etc.Psyche911 wrote:Even theengine (in Q3A) will choke on a map that would run fine in COD or something, if I remember correctly.
uh, Q3A does LOD for in-game models (perhaps not mapmodels although I'm not sure of that), it does LOD on curved surfaces, it doesn't LOD ordinary brushes though.^misantropia^ wrote:Q3A does rendering (and esp. texture mapping) the expensive way, i.e. no LOD[1], no falloff, no mipmapping[2], etc.Psyche911 wrote:Even theengine (in Q3A) will choke on a map that would run fine in COD or something, if I remember correctly.
EDIT: I was going to make a point with all this but it's too hot to think...
[1] Except for some models.
[2] Of faraway geometry, not r_picmip.
Dude...if they can recode the engine to use per-pixel lighting why the hell couldn't they modify the polycount on the models?Psyche911 wrote:No, I wasn't addressing the lighting at all.
Just the engine's ability to deal with a high number of polygons.
Yeah, r_linear_nearest etc., can't remember which precisely. Plus you can see the mipmapping in action :icon26:Eraser wrote:uh, Q3A does LOD for in-game models (perhaps not mapmodels although I'm not sure of that), it does LOD on curved surfaces, it doesn't LOD ordinary brushes though.^misantropia^ wrote:Q3A does rendering (and esp. texture mapping) the expensive way, i.e. no LOD[1], no falloff, no mipmapping[2], etc.Psyche911 wrote:Even theengine (in Q3A) will choke on a map that would run fine in COD or something, if I remember correctly.
EDIT: I was going to make a point with all this but it's too hot to think...
[1] Except for some models.
[2] Of faraway geometry, not r_picmip.
I think Q3A also does mipmapping, although the miplevels aren't pre-stored in the texture file like is done for Q2. I reckon Q3 calculates mipmaps at load time.
Jesus christ you people are dense. No offense, but fucking work on your reading comprehension. Of course they can use higher polygon models. That's not the problem. Let me clarify:bitWISE wrote:Dude...if they can recode the engine to use per-pixel lighting why the hell couldn't they modify the polycount on the models?Psyche911 wrote:No, I wasn't addressing the lighting at all.
Just the engine's ability to deal with a high number of polygons.
Jesus christ, work on your understand of the entire conversation. Adding support for per-pixel lighting on the scale they have isn't like clicking a filter button in photoshop. An engine isn't some mystical beast that you through code at and hope it works. If they have the skill to make is this far the clearly they are able to uncap modeling restrictions.Psyche911 wrote:Jesus christ you people are dense. No offense, but fucking work on your reading comprehension. Of course they can use higher polygon models. That's not the problem. Let me clarify:bitWISE wrote:Dude...if they can recode the engine to use per-pixel lighting why the hell couldn't they modify the polycount on the models?Psyche911 wrote:No, I wasn't addressing the lighting at all.
Just the engine's ability to deal with a high number of polygons.
1. They are raising the polycount.
2. The vanilla Quake 3 engine shits itself when the polycount reaches levels seen in RtCW or COD.
3. I'm sure the Quake 2 engine is at least as susceptible to this if not more so, being that it's older.
4. Therefore, the Quake 2 engine will shit itself with high poly models & architecture unless they've tweaked the engine to work better with more polygons.
Again, no offense, but this is the third post where I've said the exact same thing. Some people understand, and some just aren't getting it.
Edit: Maybe wait for the anaesthesia to wear off before posting again!
That's texture filtering, which isn't the same thing.Geebs wrote:Yeah, r_linear_nearest etc., can't remember which precisely.