Other titles with real time lighting?

Originally posted by EvilEwok2.0
you were going on about how valve is pushing gaming technology
Yes, I said this.
and how source is so far advanced.
No, I didn't really say this.
I only presented what i feel to be a more realistic point of view.
"You'll find that many of the truths we cling to depend entirely on our own point of view."
[Valve is] doing a good job, but many others are doing just as well if not better.
That's debatable, hence the debate.
 
Originally posted by Mountain Man
[Valve is] doing a good job, but many others are doing just as well if not better.

That's debatable, hence the debate.

I gave him props for admitting that VALVe IS doing a good job, as he wouldn't before. Ewok's trying to be a more respectable person on this forum now, and I think he's doing a much better job than he was before
 
What's all this about Stalker having great textures, I haven't seen any :?

Also Valve made super high quality textures for Half-Life 2, and said they will release them as soon as contemporary computers can handle them. So in that respect it seems that valve have things covered if needs be.
 
super high quality textures? are you talking like 1024x1024 textures? the ones that came with the beta are mostly 512x512, very crisp too.
 
I guess the skybox screenshots I've seen gave me the impression that the game had great textures.
 
Originally posted by poseyjmac
super high quality textures? are you talking like 1024x1024 textures? the ones that came with the beta are mostly 512x512, very crisp too.

VALVe did say something about a high quality texture pack to take advantage of 256MB cards down the road, I think that's what Crusader's talking about
 
i liked the old EE better ;( he was more fun

that's a fact, not an opinion
 
Originally posted by Lil' Timmy
i liked the old EE better ;( he was more fun

that's a fact, not an opinion

lol, you're insane LT (but in a good way) :)
 
most of the realism and great quality ,of Hl2 comes thanks to the use of high quality Textures .. which are beyond 1024x1024 in many cases and can go up to 2000x2000 according to Valve in future patches.. when the hardware is there.

Unreal1 was using something like 128x128 textures
quake3 retail was using 512x512 at retail
UnrealT2003 support up to 1024x1024 or maybe abit more..
Max Payne2 seems that use very high quality textures beyond 1k..
Doom3 128x128 and 256x256 (even less than quake3) in most of the scenes.. but this is not a limitation.. is a performance artistic choice.. because Doom3 use near SIX TEXTURES in EVERY Surface.. diffusemap/normalmap/specularmap...etc..and that sucks all of your memory.but any modder or level designer can use very high quality textures too.. i have custom maps with 1600x resolution high quality textures taken from digital camera.. your artistic skills is your only limit :cheese:

but as it have been said before.. lights quality -IS- the most important aspect in the quality of an Image.. any photographers know this very well. TExture quality and very high Polygons COunts comes next... things like PS2.0 are more used for addons of some cool effects like water ,fire and many others...

Hl2/STalker/FArcry and doom3 all push the level of game realism in their own way.. for the people interested ,in the STALKER forum there are interesting info ,of new features their developers spoke few weeks ago ,that have in mind for the engine for the final game ...PS3.0? :cheese:

http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=244&sec_id=2
 
Originally posted by vann7
...i have custom maps with 1600x resolution high quality textures taken from digital camera.. your artistic skills is your only limit :cheese:

Are there any cs maps wads with high quality textures ??? Where can I find them ???
 
please, i'm looking forward to play cs_assault with realistic urban textures, and all other cs maps too. Most wads look cartoonish. I want some wads with high quality textures. PLease
 
Originally posted by Cheater
please, i'm looking forward to play cs_assault with realistic urban textures, and all other cs maps too. Most wads look cartoonish. I want some wads with high quality textures. PLease

well you can find free quality textures in internet..
use google search and type [free high quality textures] ;)

but there are limits in CS .. it is based on the QUake2/Hl1 modifications to the engine.. so as far as i know CS cannot use high resolution textures like most modern games.. however you can have high quality in medium resolutions too, is all about the skill of the artist to manipulate the textures.. you can also create you own quality textures in photoshop, try better asking in CS forums in the level editor area.. to see what you can do there.
 
'Blade, edge of darkness' (Severence) had dynamic lighting and shadows, back in 2000. Same cuality as Doom3, except it could run on a 400mhz with a voodoo3.

'NeverWinter Nights' also has real time lighting, I think.
 
Blade sucked really bad, and it couldnt run on a 400mhz with a voodoo3, I have it.. and it didnt run (well enough) on my p3 800mhz with a voodoo3 pci300, and then again with my geforce 2 mx 400
:/
however it did have cool shadows etc.
but nowhere near doom3 quality.
 
I knew Dues Ex: Inivisible Wars had dynamic lighting, but I just found out it's 100% dynamic lighting. They haven't been able to get the game running at anything over 20fps though. Hope they get that figured out.

Source: www.gamespot.com
 
Originally posted by iamironsam
I knew Dues Ex: Inivisible Wars had dynamic lighting, but I just found out it's 100% dynamic lighting. They haven't been able to get the game running at anything over 20fps though. Hope they get that figured out.

Source: www.gamespot.com

well the game is scheduled for december 3rd, so i think they're taken care of that issue.....if not, well they better hurry, heh.
 
20fps? yowch, wouldnt say it would be so bad what with the (for next gen) crudyness of the gfx.
no matter, Im still buying it :D
 
Originally posted by vann7

Doom3 128x128 and 256x256 (even less than quake3) in most of the scenes.. but this is not a limitation.. is a performance artistic choice.. because Doom3 use near SIX TEXTURES in EVERY Surface.. diffusemap/normalmap/specularmap...etc..and that sucks all of your memory.
Errmm dude ur wrong... textures for Doom3 are alot higher than what quake 3 can do, and what you are describing is called normal mapping and its very easy to optimise by combining numourous maps for a map into one (layering them over each other in photoshop and changing transparency on each map and save it as a jpeg, tga, bmp....) I know that cause Im becoming a 3D artist. So realistically there will only be one map for spec, diffuse and bump. I dont beleive they will use other maps such as lumiosity,translucancy and transperancy because it will kill the pc!
 
Originally posted by jat
Originally posted by vann7

Doom3 128x128 and 256x256 (even less than quake3) in most of the scenes.. but this is not a limitation.. is a performance artistic choice.. because Doom3 use near SIX TEXTURES in EVERY Surface.. diffusemap/normalmap/specularmap...etc..and that sucks all of your memory.
Errmm dude ur wrong... textures for Doom3 are alot higher than what quake 3 can do, and what you are describing is called normal mapping and its very easy to optimise by combining numourous maps for a map into one (layering them over each other in photoshop and changing transparency on each map and save it as a jpeg, tga, bmp....) I know that cause Im becoming a 3D artist. So realistically there will only be one map for spec, diffuse and bump. I dont beleive they will use other maps such as lumiosity,translucancy and transperancy because it will kill the pc!

errr.. you can't layer the maps like that if you want to use them correctly, I dunno who told you that you can but their wrong. Normal maps use the RGB layers to define the direction of each "pretend" polygon in the resulting effect. If your mixing color maps with a normal map its going to majorly confuse the normals. Then there's the spec, diffuse, luminosity maps, they are often grayscale, again they'll be confused when everything is merged into a single map. Of course not only will that effect those area's but will also effect the actual resulting map you see on screen, which will look terrible as a mix of all the various maps

You can't put them all into one map, just wont work.. You could keep them as PSD files and it might to a point (though the normal shader would have to be told to look at only a certain layer for its information)

Valve use a special format that I imagine puts all the required maps into a kind of cabinet format type which can be read as a normal image file by the engine, and also recognise the extra data to create the normals, spec effects and so on. But that wouldn't be an image file in the conventional sense and only the source engine, Hammer (I'd imagine) and any software programmed to make use of the format, would be able to understand the various formats included in it.
 
Originally posted by jat

Errmm dude ur wrong... textures for Doom3 are alot higher than what quake 3 can do, and what you are describing is called normal mapping and its very easy to optimise by combining numourous maps for a map into one (layering them over each other in photoshop and changing transparency on each map and save it as a jpeg, tga, bmp....) I know that cause Im becoming a 3D artist. So realistically there will only be one map for spec, diffuse and bump. I dont beleive they will use other maps such as lumiosity,translucancy and transperancy because it will kill the pc! [/B]


i have never said that QUake3 can use higher textures that Doom3.. only that QUake3 support 512x512 textures ,which is like 3-4xtimes lower than the Very High resolutions that Doom3 support. however - Doom3 maps demostrated in the alpha and in Iddemos are only using lower resolutions like 256x256 and lower ,for performance reasons.. because there are more than 5 textures IN EACH SURFACE at the same time.. on top of each other.. ;)

in simply words.. you can use every HL2/STALKER/ high quality textures in Doom3 (in a compatible format), and also all Doom3 textures in Hl2 and STalker..however all those games use diferent REndering techniques to get greater detail. you can very easily see the quality of the textures of each game (in the case of Hl2/D3 if you have the betas ) if you open the textures folder of those games with Photoshop. ;)
 
isnt that why they call it alpha? its like a quote I saw, dont bother stealing a car halfway through an assembly line asking why the doors and other parts are missing....
(Sig from a member from here)
You grabd an alpha, beta, gamma whatever the heck its called but you know that it aint optimised or finshed so you shouldnt be using that as a guideline...
 
I think you're all a bunch of nerds, end of argument.
 
Says he who joined a HL2 discusion forum......





I think it makes some people feel beter about themselves if they make others look worse. When really it makes no difference to who they are regardless.

I think this guy is most likely one of these people. :)
 
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