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Postby KadaverJack » Mon Jul 24, 2006 5:34 pm

mehere101 wrote:Is it just me, or do I see some examples of terrain blending in those shots :shock:

Does this mean that Nexuiz support terrain fully now with the updated Q3 shader support?

No, it's just you. The terrain blending is missing on those shots.
That's how the map should look in q3: http://simland.planetquake.gamespy.com/ ... /pom7l.jpg
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Postby mehere101 » Mon Jul 24, 2006 5:41 pm

CURSES. That is the one thing holding me back from adding in vehicles.
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Postby bmaker {ger} » Mon Jul 24, 2006 5:45 pm

mehere101 wrote:CURSES. That is the one thing holding me back from adding in vehicles.


But that would be nice! I already thought about that, too...
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Postby esteel » Mon Jul 24, 2006 6:40 pm

Yeah this map would look great with texture blending.. but the reliefmapping tries to make up for it ;)
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Postby tZork » Mon Jul 24, 2006 6:55 pm

esteel wrote:Yeah this map would look great with texture blending.. but the reliefmapping tries to make up for it ;)


Tries yes, does no.. Its to bad realy - without some form of terrain blendning i doubt there will ever be any good outdoor maps in nexuiz.

However i must say that i looked alot better then i tought it would the seems are not *that* visible.
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Postby kyre » Mon Jul 24, 2006 9:28 pm

Relief mapping + blending interacting properly, now that's one expensive pixel shader... =-)
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Postby The mysterious Mr. 4m » Mon Jul 24, 2006 10:52 pm

bmaker {ger} wrote:
mehere101 wrote:CURSES. That is the one thing holding me back from adding in vehicles.


But that would be nice! I already thought about that, too...
Second.
I already INTENSIONALLY replicated the "floating gun" bug from the "old days" just to simulate the feel of vehicles, if anyone remembers. "Ghost Gun" was included in my Ghost Mod alpha.
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Postby obi_wan » Tue Jul 25, 2006 8:38 am

KadaverJack wrote:However if someone would replace them (the map's license allows that) with textures that are freely distributable, i'd setup a server with that map :)
(and recompiling it with deluxemaps would be nice, too)


really ? just post a link to the files and some more explanations about deluxemapping compilation for *noobs* and i can recreate textures from scratch without any problem and release them GPL. If it's only that, i can do whatever you want about image creation / treatment.
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Postby KadaverJack » Tue Jul 25, 2006 5:12 pm

obi_wan wrote:really ? just post a link to the files and some more explanations about deluxemapping compilation for *noobs* and i can recreate textures from scratch without any problem and release them GPL. If it's only that, i can do whatever you want about image creation / treatment.

Changing the license to GPL isn't possible. The map's license is http://creativecommons.org/licenses/by-nc/2.0/ (at least not without permission of the author).
It would still make nice custom map for dm/dom/minstagib imho.

If you are still interested:
map & sources: http://simland.planetquake.gamespy.com/ ... ps/pom.htm
instructions for compiling deluxemaps: http://www.forums.alientrap.local/viewtopi ... =4001#4001
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Postby obi_wan » Tue Jul 25, 2006 8:34 pm

KadaverJack wrote:Changing the license to GPL isn't possible. The map's license is http://creativecommons.org/licenses/by-nc/2.0/ (at least not without permission of the author).


so... first thing i'll ask the permission to the author (who knows ?)
and second thing... it seems the current license allows me to modify and distribute the map if i quote the original author's name.

KadaverJack wrote:If you are still interested...


i am, that map looks really great ;) will try to do what i can...
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