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Showing results for tags 'effects'.
As per Duzenko's request here: http://forums.thedarkmod.com/topic/19650-glsl-custom-shaders-a-mapper-wanted/page-2?do=findComment&comment=427749 Currently we can't use bloom with lights as efficiently as in other engines. Blend add mode, along with emissive texture does not allow the light to be bigger than actual bounds of a model, even with high bloom intensity settings. Example: Now in other non-PBR engines like UDK, you have Emissive slot in your material definition, and you can use that texture with multiply operation to achieve this effect: In TDM, you have to fake this eff
Some games fade in player's view (from black) on spawn. I assume it's done to prevent player seeing certain things being spawns and such. So there is a delay between being spawned and seeing the world. I have a few things, particles in particular, that begin emitting at t he same time player is spawned. It doesn't look appropriate as I'd like for particles to be at full capacity when player is spawned. So I figured if I have a delay and the gradual fade in from black on the view, then the issue would be resolved. Is it something engine/game already provides (Doom 3) ? How can I achieve s