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#97 | |
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Guest
Posts: n/a
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naw, this is the exact same version that i posted about on 9/26. looks like the front news page is just behind the ball
more new high res textures came out yesterday though ![]() |
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#98 | |
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Slacker extraordinaire
Join Date: Jul 2002
Location: Nashvegas, TN
Posts: 502
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Yeah...too bad I can't seem to get my DOS version of Quake 1 to install on my XP machine.
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#99 |
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Registered User
Join Date: Jul 2002
Posts: 149
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What do you guys use to brighten the game up. Surely I'm not the only one with insanely dark game visuals. If you're using IdGamma what are your preferred settings?
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#100 | |
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Horus the pointy master
Join Date: Jul 2002
Location: Salt Lake City, UT
Posts: 4,609
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Quote:
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__________________
ΜΟΛΩΝ ΛΑΒΕ! |
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#101 | |
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Guest
Posts: n/a
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Quote:
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#102 | |
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GeForce 7900GT
Join Date: Sep 2002
Posts: 430
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StealthHawk I think u mean "sh_glares"?
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#103 | |
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Guest
Posts: n/a
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Quote:
i'll edit my other posts so as not to confuse people |
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#104 |
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polygons are fun!
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q1_bathroom.jpg (tenebrae stuff)
Click it for a high quality and higher res. I can't see much difference between this and recent Doom3 shots: All bumpmapping, shadows, per-pixel lightening and low-poly (edgy) models. ![]() ![]() "everything is modeled very detailed, very high-res and then we build the lower-res off of that and with the new John Carmack Magic adds all the details back in" ![]() They modelled the characters for Doom3 very detailed, and with the "magic of carmack" just made bumpmapping out of it. Difficult to see check the fingers inthis shot. Bumpmapping is a good thing, dont get me wrong, but it cannot replace everything. In addition to shadows, per-pixel lightening and bumpmapping, characters need to be high-poly count for it to look as real as possible. Last edited by GamblerFEXonlin; 03-28-04 at 10:57 PM. |
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#105 |
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Registered User
Join Date: Jul 2002
Posts: 1,293
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But GamblerFex, due to the nature of DOOM3's lighting, it is most certainly bound to look a good deal better in motion.
Still, you're right...it will look much better with higher polycounts (I would expect noticeably much higher polycounts with similar lighting within about one-two years of DOOM3's release). Oh, and DOOM3's models still have quite a few more polys than the original Quake... |
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