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Showing results for tags 'cubemap'.
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Based on Rebb's work to make the Ambient light run it's own light interaction rather than piggy-back on the main light interaction, I have made a patch that allows you to add the "cubicLight" token to light material defs and switch lighting from the standard shaders to a new cubic_light.vfp shader that uses a cubemap as the projection texture and falloff is done spherically. This "new" shader (2011) was designed by Sikkpin before doom3world.org met it's demise. It also has HL2 ambient style cubemap shading which takes an input cubemap and gives the environment a sort of radiosity approxima
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Hello there. I started playing with TDM yesterday evening and after viewing the tutorial mission and playing through Tears of Lucia, I've got to say I'm rather impressed. I won't go into any sort of glowing praise for the game here (though you guys do deserve it), but I did want to point out that I've experienced an issue on my setup in regards to the way torches, water, and other reflective surfaces (such as health potion vials) appear in the game. I'm assuming the issue is mostly on my end, but regardless here's what I'm seeing with torches while playing: With water: All of thi