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Posted
@Komag : Did you have any problems with the older Versions ?

 

No I never did have any problems. The first one worked fine, but was a bit flat. The second one was great, nice subtle shifting of light source coming from the player, gave a touch of depth. This most recent third one is the same as that for me.

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Posted

Ah, that's great news indeed. Hope it works for everyone.

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Posted
rebb, just got verification from jdude that the latest fix is now working for him! :) Congrats rebb, and thanks so much for all the work you did for us.

 

Indeed, I second that :)

Posted

Since the ambiet-fix washes out the normals, why not settle over to heightmaps and use reliefmapping instead?? ;) It's not that intensive actually, but still it won't run on most machines of course. I tried it in vanilla Doom 3. It didn't look very good, because the heightmaps were just generated from the normalmaps, which can be incorrect, but not neccessarily and also it looks really awkward from the sides, because there is nothing similar to uv-mapping, so the texture is stretched if you look at a surface from the side.

 

But since a professional is here: how could I combine two interaction.vfp files, say your ambient-fix and one that comes with reliefmapping?

Posted

I'm still not entirely sure that its actually properly fixed. Some of the screenshots on TTLG look really not as i would have expected. Sigh.

 

 

@StiFu :

Where is this professional ? :o

You'd have to take out the changes from one and see if they can go into the other depending on how many resources are left like texCoords etc. It doesn't make much sense yet tho, as there still seem to be issues with this.

Posted
Since the ambiet-fix washes out the normals....

 

It doesn't wash out normals. It lights them evenly from all directions as an ambient should...the ambient simply needs to be turned down now since it lights everything evenly, as it should have from the beginning.

 

As for relief mapping...yeah, I think it would be a bit too intensive at this point. We have our hands full optimizing the AI and other systems without throwing even more graphical icing into the mix.

 

We're happy to have the ambients working properly.

Posted

Don't consider my suggestion to be serious. It was just fun. :) But everyone can add the reliefmapping by himself, only with those generated heightmaps, so I wanted to know how to combine multiple rendertechniques.

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