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Using Detail Textures in Doom3/Darkmod?


AluminumHaste

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In quake 3 arena/team arena, there was an not well documented but amazing ability to use detail textures (Yes I know Unreal Tournament also had this feature).

The boys at ID decided to add this ability but never really used it. Now does anyone here know who Russell Meakim is? He is the creator and designer of a very famous Quake 3 Arena map called Temple of Imera I Nyktos Tis, which is the only map that I know of that made use of detailed textures. Some screens can be found on his website: http://lacedneptune.planetquake.gamespy.com/Quake3.html

Some games he's worked on, as part of the dev team:

 

Medal of Honor: Airborne (2007), Electronic Arts, Inc.

25 to Life (2006), Eidos, Inc.

SiN Episodes: Emergence (2006), Valve Corporation

Counter-Strike: Condition Zero (2004), Sierra Entertainment, Inc.

Delta Force: Black Hawk Down - Team Sabre (2004), NovaLogic, Inc.

Half-Life: Counter-Strike (2003), Microsoft Game Studios

Star Trek: Elite Force II (2003), Activision Publishing, Inc.

 

He also does UT2K4/2K3, Quake 4, Doom 3, Painkiller and COD4 maps. He is currently working at Nerve software last time I talked to him a few days ago.

What I was wondering is if this shader could work in Doom3/DarkMod:

 

 

textures/mythica_ceilings/coffer1_256

{

qer_editorimage textures/mythica_ceilings/coffer1_256.tga

{

map $lightmap

rgbGen identity

}

{

map textures/mythica_ceilings/coffer1_256.tga

blendFunc GL_DST_COLOR GL_ZERO

rgbGen identity

}

{

map textures/Genarena_detail/marble.tga

blendFunc GL_DST_COLOR GL_SRC_COLOR

rgbGen identity

tcmod scale 6 6

detail

}

}

 

Notice the detail keyword, I'm not sure if that exists anymore with this engine. Does anyone who knows more about this have an opinion?

I always assumed I'd taste like boot leather.

 

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I might be wrong, but I think the reason it might not be mentioned specifically is because material stages in D3 are far, far more powerful. You can basically do anything you want with them. If you want a detail stage, you just define it in the material. If you want 10 detail stages, ditto. And specularity, normal maps, crazy undulating colors, and particle effects emitting from it, if you want.

 

Texture experts correct me if I'm wrong.

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I might be wrong, but I think the reason it might not be mentioned specifically is because material stages in D3 are far, far more powerful. You can basically do anything you want with them. If you want a detail stage, you just define it in the material. If you want 10 detail stages, ditto. And specularity, normal maps, crazy undulating colors, and particle effects emitting from it, if you want.

 

Texture experts correct me if I'm wrong.

 

So it's just another blend stage then.

I always assumed I'd taste like boot leather.

 

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