 Jago
#6661 posted by BlackDog on 2005/01/05 02:28:10
How big? If it's smallish, try Infosprite. If it's only a few megs, I'll host it on my account there.
 Smabler
#6662 posted by Vigil on 2005/01/05 10:09:14
I went nuts and bought a new computer. Still interested in WH40k: Dawn of War?
 Oh, And
#6663 posted by Vigil on 2005/01/05 10:09:35
That other guy who was playing it some time ago. Zwiffle, was it?
 Vigil:
#6664 posted by Shambler on 2005/01/05 13:58:18
Only if you suck. And something tells me you don't =). Hit me up in #tf though.
 Cool New Doom 3 Expansion Shot
#6665 posted by Jago on 2005/01/06 12:43:27
 6666
#6666 posted by Vondur on 2005/01/06 12:45:05
hail satan!
 Reminds Me Of Q1 Fiend
#6667 posted by . on 2005/01/06 12:45:14
 D3 XP
#6668 posted by Kinn on 2005/01/06 13:31:50
Heh, that's just the salvaged Archvile Version 1 model. ^_~
 I'm Pondering...
#6669 posted by pjw on 2005/01/06 13:46:28
...how sad it is that I looked at it for all of five seconds and noticed the two patches that weren't merged which causes a notable seam on the cable thingie middle left.
Sometimes I wish I could quit looking for shit like that and just say "Woo. Cool screenshot."
 Hey Pjw,
#6670 posted by HeadThump on 2005/01/06 14:22:37
more torture for you. Note the creatures shadowing on the cross plates beneath it? Should it not be bending down onto the suface instead of equaly spread across the material and dark areas?
cheers.
 Looks Like An Imp With A Funny Head To Me.
#6671 posted by Shambler on 2005/01/06 14:55:56
More doom3 will rock, tho.
 Headthump
#6672 posted by Maj on 2005/01/06 15:52:05
Er, no?
 Sure It Should,
#6673 posted by HeadThump on 2005/01/06 17:33:19
by bending, I mean the shadows should thicken at lower depths beneath the creature. Apparently the floor doesn't have a normal map.
 Head
#6674 posted by ProdigyXL on 2005/01/06 17:47:52
From what I understand a normal map will not bend a cast shadow as it doesn't have any real vertices to calculate light data on. To the shadow cast from whatever object, it appears as a single flat brush/plane and doesn't "bend" the shadow accordingly.
Of course I could be wrong.
 Xl
#6675 posted by Maj on 2005/01/06 19:48:57
You're right.
Doesn't that feel good?
 Hmm
#6676 posted by nonentity on 2005/01/06 20:06:56
It's OK pjw, you're not the only one that does that.
It's ruined most games I've played for years for me :(
 Ah! That Makes Sense
#6677 posted by HeadThump on 2005/01/06 20:22:25
thanks Prod, and Maj. I guess we'll have to patiently wait for a generation of hardware that supports real time ray tracing to see realistic shadow falloff from dynamic moving objects.
Funny that it isn't so noticeable in game as it is here.
 Heh
#6678 posted by pjw on 2005/01/06 21:18:35
I haven't gotten to the point where it's ruined games yet, but it's certainly distracting at times...
 Please
#6679 posted by . on 2005/01/07 03:34:30
 Did Anyone Else Notice This...
#6680 posted by than on 2005/01/07 08:23:20
I've no screens to show, and maybe it was only true of Doom 3's low detail settings, but did the shadows cast by objects obscuring the torch light often look as if they were floating to anyone else? This was particularly noticeable with railings. The shadows didn't seem to hit surfaces properly, it was more like they were cast against an invisble box at roughly the right distance and left to float.
Not exactly a major thing, but it kind of annoyed me anyway, given that all the lighting was supposedly unified or something.
 Than
#6681 posted by Maj on 2005/01/07 08:58:01
Hrm, can't say I did, they looked normal to me. Perhaps an optical illusion because of the strange angle? Try doing some pm_thirdperson action to see if it's really different.
 Headthump
#6682 posted by Maj on 2005/01/07 09:01:52
Nowt to do with ray-tracing... in fact the output of Doom3 is the same as what you'd get with a basic ray-tracer.
What's needed is the bumps to be actual geometry, or an uber clever displacement pertubation parallax tachyon texture based thingymibob to fake it. I'm sure some clever sod will do a mod for it...
 Good Phrasing
#6683 posted by pjw on 2005/01/07 10:24:27
an uber clever displacement pertubation parallax tachyon texture based thingymibob
Jiggery-pokery is another useful phrase that I was introduced to recently.
 Wow... Not Dark...
#6684 posted by tron on 2005/01/07 10:32:36
That screenshot seemed oddly bright...
 Relief Mapping Is The Jiggery-pokery We Want
#6685 posted by BlackDog on 2005/01/07 10:43:53
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