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Status Updates posted by nbohr1more
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Close... Still no cookie
http://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf
http://www.doom3world.org/phpbb2/viewtopic.php?t=23265
How did he do it?
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cubicLight keyword?
And:
http://www.doom3world.org/phpbb2/viewtopic.php?f=1&t=8280&st=0&sk=t&sd=a&start=20
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Yep.
Just collecting references, etc..
More:
http://www.moddb.com/games/overgrowth/news/simd-optimization
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Sub-Directories
Materials, Lights, LightsShadows, TexturesLights
Look in tdm_textures_base01
tdm_light_shadows
tdm_light_textures
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Here we go... control the Ambient:
lights/aa_1_amb1
{
ambientLight
lightFalloffImage makeIntensity( gfx/lights/xrampup.tga )
{
forceHighQuality
map gfx/lights/1_amb1_xy.tga
colored
// zeroClamp
}
}
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Is this all that's needed?
lights/aa_1_sky1
{
lightFalloffImage makeIntensity( gfx/lights/1_sky1_z.tga )
{
forceHighQuality
map gfx/lights/1_sky1_xy.tga
red Parm0 * 2
green Parm1 * 2
blue Parm2 * 2
zeroClamp
}
}
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All those capitol letters in your moniker makes mine look weak by comparison. I wish I could capitalize my user-name and my REAL name. It just exudes authority.
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Thanks for humoring my nonsense, I know you guys are always having to defend the Doom 3 engine from noobs who put it down. I'm just looking for ways to extend it to more polys... (I love everything else about it)!