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it should be possible for q3 gamecode to set up portals, but not with further recursion.
other gamecode lacks the ability to change the portal's target.
it would be nice to add proper support for that sort of thing though. would need to mess with physics+collisions, as well as using an fbo instead so things can appear to recurse without destroying framerates.
consistent physics without suddenly teleporting is the more daunting thing. as well as making an entire mod just so something can happen.
This seems to be a really cool engine actually and I proposed to port Xonotic to it: Porting to FTEqw engine?
But is there any site that actually has an up to date list of features etc.? The main webpage and the wiki are terribly out of date it seems.
Edit: Ahh well, seems like FTEQW isn't compatible to the gmqcc ( https://github.com/graphitemaster/gmqcc/ ) compiler Xonotic is using. Would be great if that could be fixed.
This seems to be a really cool engine actually and I proposed to port Xonotic to it: Porting to FTEqw engine?
Edit: Ahh well, seems like FTEQW isn't compatible to the gmqcc ( https://github.com/graphitemaster/gmqcc/ ) compiler Xonotic is using. Would be great if that could be fixed.
Nexuiz/Xonotic previously used FTEQCC as their compiler and early versions of Nexuiz were playable in FTE. Therefore development moved away from FTE compatability, not the other way around.
A near useless distinction at this point I'm sure.
long answer: yes
to load a cubemap instead of a regular 2d image, you can prefix the name given in the map directive with '$cube:', which will cause the engine to load+render a cubemap instead of a simple 2d texture.
in theory, 'texgen reflect' is parsed as part of doom3 compat, but its not actually implemented by the backend. this means that the only way you can get your cubemap to display properly is to provide some custom glsl also. luckily this can be embedded directly into your shader if you desire.
so while it can be done without any engine changes, its more steps than you'd desire, hence the short answer.
I need to make some proper glsl shader samples some time, as well as to flesh out features so you don't need to refer to them constantly.
hmm ok.... and what about the simple 2d image?
would be better then nothing to be able to make the item seem to be glossy through that
how would i go into work making it show a 2d image as fake reflection?
or is there be another alternative way which looks nicer to create some effect which might help make gold look like gold and give the idea of some kinda reflection or such?
Different materials have different specular highlight colours; some have a white highlight, but metals will often have a coloured one. So the fast thing to do is to have a golden specular map instead of a grey one. The Polycount wiki has some good links about specular maps.
specular-map is the same as what is called 'gloss-maps' in DP if i understand correctly?
and if yes, will these also function when RTlights in FTEQW are disabled?
cuz inkub0 only made RTlights for hexen2 for the first 3maps,
all others maps dont have RTlights and thus will be played without cuz you'll have horrible performance if you enable RTlights in them.
i used cubemaps instead of glossmaps in DP for the items i made cuz the maps for the mod they are for also dont have any RTlights.
DP doesnt show any gloss-maps on items when RT-world is disabled, but DP does still show cubemaps when RT-world is disabled
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