[quake2] Nice new Quake 2 Mod
David Mehrmann
jammet at tigress.com
Thu Mar 10 18:09:10 EST 2005
In reply to m0gely
M> "Sorry, this site is temporarily unavailable!"
Strange. Works fine for me, right now. Anyway, here is what this is
about, copy and paste:
Overview A modification of Quake 2 that adds realistic shadows and
lighting to the game. Infinite shadow volumes are rendered using a
stencil buffer technique. OpenGL Shading Language vertex and fragment
shaders are employed to perform bumpmapping including terms for diffuse
lighting, specular highlights, light swamping and attenuation.
Motivation It has been my experience that coding these various things
gets little to no appreciation from family and friends, irrelevant of
the time, effort and skill (or lack of) required to do them. A small
animation of a green block man walking across the screen or a raytracing
of a blue teapot just doesn't seem to impress. One of the problems I
find is a lack of high quality free art resources, but then you wouldn't
expect high quality art to be free. One could be a game engine coding
genius (which, of course, I am not), but without model and level data
you don't have a game. To be a coder, modeller and level designer at the
same time is a very big ask and unfortunately, knocking up shoddy test
media won't do justice to any game engine. Thankfully, the nice people
at id Software have made the source code to their amazing DOOM and Quake
games (apart from Quake 3 and DOOM 3) available for free! You can thus
use their source code as a 'playground' for trying out new graphics
techniques, for example, and see the results immediately by playing the
game itself. This is far more interesting to family and friends who
will gasp in awe at your amazing skill (well, actually, maybe not,
but nevermind eh). Hence, inspired by Tenebrae, a truly brilliant
modification of Quake, I took it upon myself to add realistic shadows to
the game by using a stencil buffer technique (which is well documented
in graphics literature), and better lighting by employing GLSL vertex
and fragment shaders.
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