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stoo
Joined: 11 Dec 2003
Posts: 23
Location: Scotland
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Posted: Tue Dec 30, 2003 12:28 am Post subject: REQ: coloured lighting applied to models |
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FTE already has this feature.. i hope it's on your agenda, Fuh
basically, it would be great if the player models, monster models and view models were lit by the coloured lights.. i.e. run through a red light and the player model is tinted red.. would be applied to the view models too..
i think in FTE it's done the same way as it's done in Quake2, i.e. the model is "tinted" with the colour of the light on the surface directly below the model.. run across a red lit floor, turn red.. this seems to be the way to do it..
perhaps you've already implemented this.. if not, please consider it |
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oldman
Joined: 10 Sep 2002
Posts: 636
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oldman
Joined: 10 Sep 2002
Posts: 636
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Posted: Tue Dec 30, 2003 12:36 am Post subject: |
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p.s. the first tutorial is the more complete and newer of the two and covers static lights as well (it is mentioned in the 2nd one as being preferable) |
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stoo
Joined: 11 Dec 2003
Posts: 23
Location: Scotland
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Posted: Tue Dec 30, 2003 12:53 am Post subject: |
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oldman wrote: |
...however i think it should be considered a singleplayer only feature really as it would have an odd effect on fullbrighted player models |
thanks for the tuts.. i'd still like it to be a feature of FuhQuake tho..
i don't think it should be SP only.. then again i don't use FB models..
in order to please everyone, make it an option.. that way if people want it in MP they can enable it.. it might look good in demos and stuff anyway, even if you don't use it while playing..
i just think it looks odd when monsters/players are running through an area that's lit (for example) bright red and they're still looking "white"..
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oldman
Joined: 10 Sep 2002
Posts: 636
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Posted: Tue Dec 30, 2003 1:02 am Post subject: |
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stoo wrote: |
thanks for the tuts.. i'd still like it to be a feature of FuhQuake tho..
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the tuts were for fuh :P
stoo wrote: |
i just think it looks odd when monsters/players are running through an area that's lit (for example) bright red and they're still looking "white"..
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monsters running? what game u playing :)
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stoo
Joined: 11 Dec 2003
Posts: 23
Location: Scotland
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Posted: Tue Dec 30, 2003 1:33 am Post subject: |
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heh.. ok.. "monsters lumbering awkwardly" then |
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Luke
Joined: 25 Jan 2003
Posts: 408
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Posted: Tue Dec 30, 2003 3:22 pm Post subject: |
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I would love this feature in multiplayer. Am I the only person that enjoys good graphics in addition to great gameplay? |
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Up2nOgOoD[ROCK]
Joined: 10 Nov 2002
Posts: 239
Location: California :)
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Posted: Tue Dec 30, 2003 5:34 pm Post subject: |
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no, I'm with you luke. I play qwtf with full features ... eyecandy, baby.
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fluffy
Joined: 28 Feb 2004
Posts: 9
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Posted: Fri Mar 19, 2004 11:08 am Post subject: |
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Was about create a new thread suggesting viewmodels should be affected by lits in the same way they are affected by lightsources/shadows, when i tried a search and found this thread.
Having player / monster models affected too would be just dandy ... pleeeeease consider it Fuh |
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