Cool textures but this lighting wouldnt really work well in any engine, let alone doom3(etqw whatever). If you want to use this in d3 you need to make good normals, and spec maps. You have way too much detail in your diffuse now for this to be usable.
Have a bit of faith guys I work with the doom3/etqw (whatever) engine all day so i know what its capable of. The reason im painting the lighting into the diffuse is because i do not want the stencil shadows of the engine, only the ambient lighting and atmospherics.
Howdy all, I've just started on a personal side project and thought i would share the progress. This is the first room 70& complete, which will travel to the corridors upstairs and outside to a run down courtyard. These are just simple 3dsmax renders with no lighting (ive painted the lighting into the diffuse) as it will…
Guys please don't turn this into an ETQW/Megatexture thread as there's many questions here i simply cannot answer :/ This work is personal work and has nothing to do with quake wars or its engine Your pretty much spot on Black Dog.. im painting the lighting into the diffuse to get around stencil shadows as this is only a…
This looks really cool. Let me guess as to your motivation painting the lighting into a unique diffuse - stencil shadows are way too ugly and expensive, and in order to shadow a scene nicely a precomputed or painted lightmap is needed. However d3/etqw has no lightmap or multiple texcoord support, so that lightmap has to…
Thanks for the comments everyone. All this positive feedback really gives me the motivation to push this project forward I've 50% completed the walls and floor of the hallway, so i'll update you all with that very soon. Rick - When i run around in the room the stairs appear life-size to player, but i'll look into it. Also…