@Toku Technically with code everything is correct. It’s just a new effects what are on top of the texture. It’s called “texture cleaning” and “expanding dark surfaces” .
Along with that effects on provided photos from bigger tech’s are also “Screen Space Shadow”, “Deferred Rendering”, “Screen Space reflections”, “Screen Space Directional Occlusion”, " Horizon Based Ambient Occlusion (along with effects what are inherited from ioQ3 renderer (cube mapping …).
As you can see on the new pictures what I published and posted here.
With new effects
and without new effects
I didn’t documented or told anyone until now about all this. User or client can choose does he want that or not. It’s matter of choice. Simple as that
Personally I like that effect, but I am not forcing people to use it.
`wasn’t there some fancy Crysis-like underwater screenshot/video of your renderer somewhere around?
On the provided photos is active full PBR (Physically Based Rendering) with 2K (2048 x 2048) textures (real PBR textures (Albedo map, Gloss map and inverted nY for the normal map), and because of that pictures and effects look different then what people are use to with “normal” (Diffuse/Bump/Specular) mapping.
If Google search cannot help and explain between difference I can
Okay, I can’t say anything about TheDushan’s work if his repository isn’t up-to-date.
I didn’t update code at the GitHub for few months, but I will eventually .Reasons for not doing that is just that how I see all this story and whole idTech3 scene is that no-one is interested and everyone is the critic without asking or want to update knowledge of something new.
If anyone else can do better, can create better, I am here.
I am sorry if textures are not correct, I don’t know how to properly re-texture map, and because of that reason I ask for forgiveness
Because of that reason,with my latest revision I have introduced possibility to overwrite and override map default conditions. Of course like in last 9+ years nothing is documented and until now only I know how it works.
It’s really simple. With now common map files (mapname.world (that is updated BSP file format), mapname.cm, mapname.bullet) you as map maker get “mapname.env” file.
In that file you can add/edit/move all class names what are inside map source “mapname.map”
this is my initial testing of the feature
"message" "OVERWRITE TESTING!"
When game load map, engine will check if new “.env” file is present and override “classname” what is hard-cored inside the compiled map.
Logic behind all this is really simple.
There are people who don’t know how to create maps, and don’t want to learn (I am one of them) but they would like just to add/edit some small things there. With this system we are on the middle between idTech3 engine and idTech4 engine.