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We need a Quake level like this...

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  • We need a Quake level like this...

    I am not sure it is possible, but it would look so cool...

    Sta�ned glass w�ndows light effects.
    Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

  • #2
    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
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    • #3
      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.html
      Last 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

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      • #4
        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.
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