Announcement
Collapse
No announcement yet.
We need a Quake level like this...
Collapse
X
-
I seem to recall Seven leading the way with the light casting through coloured glass effect doing something similar to this on the Quake start map. Unfortunately a lot of his screenshots that were being hosted on Image shack appear to have disappeared.
if you want to implement something like this, KJSP1 could be a good candidate to start experimenting on...
@gb: Just a thought but perhaps this could also be an option for the RMQ project to add yet another level of realism>Last edited by Mr.Burns; 02-09-2015, 06:29 AM.Mr.Burns
"Helping to keep this community friendly, helpful, and clean of spammers since 2006"
WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
Servers: Quake.shmack.net, damage.servequake.com
News: JCR's excellent ctsj_jcr map is being ported to OOT
-
semi-transparent glass using replacement textures is definitely possible in darkplaces!
using QRP's texture-pack for hipnotic, in the SoA start-map this glass-texture is semi-transparent
and RTlights can have cubemaps added to them to cast lighting of a texture on the ground
these are inkub0's RT-lights 2.0
so stained glass with actual lighting of the windows texture cast inside is definitely possible in darkplaces
.
also to add to what burns said:
Avanipaala Praasaada (KJSP1) is one of the best quake-maps out there imo <3
you should definitely give it a try: https://www.quaddicted.com/reviews/kjsp1.htmlLast edited by talisa; 02-09-2015, 06:10 AM..are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
Comment
-
It is possible in any quake engine that supports RGBA replacement textures. Just put a patch mesh or a thin brush with the transparent window texture on the floor near the window and skew it until it looks right.
A cubemap is better suited to project some image across varying geometry, though, and if the engine supports them, perhaps also the easiest way.
Another thing is that realistically, if a window casts light, the adjacent wall needs to cast shadow since it blocks that light (unless that wall is itself lit by another light source.) That is a lot harder to implement without actual mapping.
Comment
Comment