The gloss really accentuates the overdone normal maps (this is where the plastic look originates, actually), which is a bit unfortunate. You'd have to create a new batch of normals that aren't quite as extreme, in my opinion, to get the material to look right with gloss.
All these different maps - bump, gloss, diffuse - are supposed to work together. This functions best when all the parts are done at the same time, with all other parts in mind.
But here, one guy did the diffuse maps with shadows drawn on, the next guy added very bumpy normals without regard for anything else, and now gloss is added as an afterthought.
What should be done is modify Moon's diffuse maps to remove all the lighting and depth information in them, then create some mild normals, and add gloss mainly to metal (and perhaps wood) parts.
Rusty metal isn't usually glossy at all, btw, and lots of Quake's metal is rusty or has patina on it - things like that riveted wizmetal.
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yeah i instantly had to think of FCZ's work too when i saw your post W@.
didnt he already make gloss maps for both ID1 and HIPNOTIC completely?
also, i agree with seven about the plastic-ness look of your gloss maps. as you said yourself they're very overly extreme, and thats exactly what my thought was when i watched the clip, that all of quake looks very plasticy in your clip. gloss should be subtle and light, like how FCZ did his gloss-maps.
so try and keep glossiness low to prevent getting stuff to look like plastic, or even worse if you really overdo it, like polished chrome
also, be sure to not just add gloss to everything. a lot of things shouldnt have any glossiness at all whatsoever, like the brick walls. it just looks silly and downright ugly if brick walls have gloss cuz they shouldnt have gloss at all.
so be carefull with adding gloss to certain texture, cuz some things like brick walls and such look bad with gloss added to them
anyways, interested to see your work still
nice to see someone work on stuff like this again. totally love FCZ's gloss-maps, and hope you can improve on that and make even better ones
Last edited by talisa; 02-09-2013, 08:09 AM.
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Well done WebAngel this looks really effective (well, in the video anyway) Is there a downloadable pak us none-DP users can try?
Kind regards (and keep up the good work)
Monty
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Hello webangel,
Thank you for your engagement and tireless work !
Your actual glossy-project reminds me of FC Zvyozdochka´s thread.
He also put a huge effort into them (also based on QRP´s diffuse).
But it is always great to be able to use different content.
Please be careful with the "plastic" aspect of gloss textures though.
But you are surely fully aware of this.
Hau rein.
Viele Gruesse,
Juergen
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@Jeff,
I never stopped working on Quake really...
I just don't have enough time to do everything I want....
I am glad that you are still here my friend!
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Just for fun...
I´m working on some gloss textures based on Moons great work.
They are really extrem and I know that I have some errors in my scripts
[ame=http://www.youtube.com/watch?v=ic2NK5KfRkE]Extremely Glossy Quake
- YouTube[/ame]
Please watch this 720p HD....
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Yes, that is a price we have to pay with offsetmapping.
Either disable it, or use tricks like these as long as the diffuse textures are not optimized for this.
I remember I was using similar tricks while creating the 'shader animated bboxes'.
And OoPpEe used it in his weapons too.
--> Avoid offsets in the areas of light.
For the interested people, here is a comparism screenshot of Smith´s posted fix.
Fix is on the right:

You are sensitive regarding these things Smith, which is good.
Seven
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QRP_lightbulbs_fix.zip - fixed two textures - no more shadows on lightbulbs.
It'll look correctly only on engines that support luminosity maps. I've used darkplaces suffix _glow in the filenames.
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Hello metalseed,
I use different auto_cvar´s, because I use a different "small mod compilation" version.
So it would not make much sense to post them.
But I put much effort in the description of each and every cvar.
- inside the autoexec_sample.cfg itself
- inside the individual feature readme´s
- inside the main readme which lists all cvars
If you have questions concerning any of these, please dont hesitate to ask inside the "small mod compilation" thread.
I am sorry for offtopic.
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Yes sure, if you can make any use of them.Originally posted by metalseed View PostSeven, could post your .cfg for rouge as well please?
Here are all 3.Attached Files
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Hello M4CGYV3R,Originally posted by M4CGYV3R View Post^ Hi Seven! Thank you for sharing your actual SoA config.cfg.
You have several, in my case, machine squashing options enabled.
What are your machine specs and your average FPS with those settings and resolution?
Dont worry about me, I am fine.
I only have this small monitor with the old 1680x1050 resolution.
There are no real killer-features that I use.
It is just the basics for some nicer look.
The external content can be much more limiting at times.
I have an old GTX570 with an even older Q9550.
There is no issue with my fps. If I had, I would surely change it.
In the end, it also heavily depends on the DP build that you are using.
But anyway, you will see me much more often sitting in front of a QC file than really playing Quake.
That is my passion and my curse at the same time...
There are so many wonderful maps out there that wait to be played, but having fun with ssqc is more fun for me.
I am sure that one day this will change.
Best wishes,
Seven
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