]Wo0[ wrote:
dunno but i personally think that snow renders better than rain in ET.
Could be because you'd expect an interaction between the raindrops and the ground but there is none in ET. This could be faked relatively easily by making a small splash model repeated throughout the open areas of the map.
Also, you'd expect some specularity on "wet" surfaces (could be faked with environment maps).
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Im happy you play with shaders i think TCE never (understand not enough) used some of the Q3 engine abilities (texture blending, miror, cameras, animated textures, bump mapping, etc ...).
Most custom maps use "default" TC:E textures. That means they will look the same to a certain level regardless of their architectural quality. I mentioned the blue look of most custom maps before. Only because they all use the same default sky shader.
I guess the filesize is the reason for this but it's a shame to see some custom maps that actually have some work put into them not played because of the size of additional textures made for them (which is nothing by today's standards).
Also, today's graphical standards are set by games on Cry or Unreal engine and most people seem to be able to play them... Can't we expect a bit higher resolution textures in TC:E? Or will it finally drown someday in a sea of mediocre map designs because we're still giving in to those on P100/56k modem PC's?
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btw im lazy to register but i wish to give feedback sometimes, and i guess im not alone.
Yeah, I wish the forums were open to the public though.
Stealth, nice work. As always.