The image above I took from Maya viewport is a model with a custom shader which is very similar to Doomsday shader. We collaborated with Skyjake to make them very close. Mine is simplier though, it uses only one light source beyond ambient or sector light. But it's for preview purposes only.
I'll prepare a vial model for release on the next weekend. Other models are not ready yet.
Ettin model lack of idle animations and fatality death visuals.
Sapphire wand need to rework with a new shader features.
I'll adress that after releasing a first model.
just a question will the stuff that is present in both heretic and hexen be able to use this pack like the health vile and flask?
Heretic game can't use this pack, but the models could be easily transferred by modifying definitions to suit Heretic. Cubemaps should be replaced also, one should not see Hexen levels in the reflections.
Heretic game can't use this pack, but the models could be easily transferred by modifying definitions to suit Heretic. Cubemaps should be replaced also, one should not see Hexen levels in the reflections.
That is actually something I wanted to ask. Is the engine (or will be) capable of real-time reflections instead of showing the player a certain image? Because if you simply put an image in, it looks rather odd if you consider your surroundings sometimes.
Is the engine (or will be) capable of real-time reflections instead of showing the player a certain image? Because if you simply put an image in, it looks rather odd if you consider your surroundings sometimes.
None of the current games showing real reflections on objects. It's a very heavy task, you should render scene one more time for each reflect-able object for each frame.
The only exceptions are some static objects like flat mirrors or expanse of water. For statics the scene rendered only twice.
For dynamic objects the scene still can reflect real world on a main character.
Even one of the most tech engines Unreal Engine faking their "real-world" reflection by carefully placing Reflection Captures in certain places. https://docs.unrealengine.com/latest/IN ... eflections
None of the current games showing real reflections on objects. It's a very heavy task, you should render scene one more time for each reflect-able object for each frame.
The only exceptions are some static objects like flat mirrors or expanse of water. For statics the scene rendered only twice.
For dynamic objects the scene still can reflect real world on a main character.
Even one of the most tech engines Unreal Engine faking their "real-world" reflection by carefully placing Reflection Captures in certain places. https://docs.unrealengine.com/latest/IN ... eflections
Ah, yes, I understand, it's a performance killer if overdone. In my opinion, rather leave out a "fake" reflection, because there is a big variety within the levels, and it looks rather odd, if it reflects something completely else, due to the built-in image.
Rather make the liquid a bit more translucent I think?
Each level will use theirs own 2 versions of reflections (indoor and outdoor), so there should not be odd looking visuals.
The liquid is opaque for 2 reasons:
1. Translucent objects generates pixel overdraw.
2. Liquid contained glass should refract the world behind but current world renderer is not capable to do that.
just a question will the stuff that is present in both heretic and hexen be able to use this pack like the health vile and flask?
Heretic game can't use this pack, but the models could be easily transferred by modifying definitions to suit Heretic. Cubemaps should be replaced also, one should not see Hexen levels in the reflections.
thanks for the info. i think with the pack released some one should do just that.
Wow, that's really cool stuff. The most common items - crystal vials and quartz flasks are now super professional hi-res models!!! Maybe soon we'll see the mana models - blue, green and combined. I hope you continue your work with the models. Wish you luck!
I want to return to a HUD Sapphire Wand model now. That's a model I started from, and a thread is named by, but it's still not enough quality even compared to a XARP md2 model. I want to revise it with a new shader's capabilities. It's a long-term model, but I'll break a gap between a long-term models like HUD weapons or monsters with a one or two short-term models, like pick-ups or decorations. So I'll deal with a new mana models after releasing a HUD Wand model.
As I understand, wand model currently uses 2 predefined refrection maps for map01, am I right?
Also finally I tried ettin model: those wounds (decals), frozen effect and ice chunks looks pretty awesome, it's very interesting how the final version will look
P.S. DEI definitions looks much shorter than DED versions in previous models, is it because of more flexible syntax?
As I understand, wand model currently uses 2 predefined refrection maps for map01, am I right?
Reflection maps now not model-centric, but environment or map-centric. For each map should be 2 reflection maps for outdoor and indoor settings. There are only 2 default (Winnowing hall based) reflection maps yet. I'll add more when moving forward to the new models and its surroundings.
Comments
I'll prepare a vial model for release on the next weekend. Other models are not ready yet.
Ettin model lack of idle animations and fatality death visuals.
Sapphire wand need to rework with a new shader features.
I'll adress that after releasing a first model.
That is actually something I wanted to ask. Is the engine (or will be) capable of real-time reflections instead of showing the player a certain image? Because if you simply put an image in, it looks rather odd if you consider your surroundings sometimes.
The only exceptions are some static objects like flat mirrors or expanse of water. For statics the scene rendered only twice.
For dynamic objects the scene still can reflect real world on a main character.
Even one of the most tech engines Unreal Engine faking their "real-world" reflection by carefully placing Reflection Captures in certain places.
https://docs.unrealengine.com/latest/IN ... eflections
Ah, yes, I understand, it's a performance killer if overdone. In my opinion, rather leave out a "fake" reflection, because there is a big variety within the levels, and it looks rather odd, if it reflects something completely else, due to the built-in image.
Rather make the liquid a bit more translucent I think?
The liquid is opaque for 2 reasons:
1. Translucent objects generates pixel overdraw.
2. Liquid contained glass should refract the world behind but current world renderer is not capable to do that.
thanks for the info. i think with the pack released some one should do just that.
Now you can see it in game. Just download package from the first message.
Well done as usual. I am really excited to see the new Mage Wand coming.
[edit] Sapphire wand model have been released
Also finally I tried ettin model: those wounds (decals), frozen effect and ice chunks looks pretty awesome, it's very interesting how the final version will look
P.S. DEI definitions looks much shorter than DED versions in previous models, is it because of more flexible syntax?
That's because of a new model format. Now one should not bother about all animation states and transitions between them.