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jmarshall
jmarshall - - 4 comments @ Truepaint- Out with the Old in with the New

if you buy the engine from id, you get a non-gpl license and you can give out what ever code you deem necessarry. you are correct light wasn't affecting the 1st person model, that will be fixed.

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jmarshall
jmarshall - - 4 comments @ Truepaint- Out with the Old in with the New

and if you say it looks like xreal thats a compliment to us thanks.

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jmarshall
jmarshall - - 4 comments @ Truepaint- Out with the Old in with the New

Hey, im justin the lead programmer on Truepaint. Bump mapping and per-pixel lighting isn't the hardest thing in the world to do if you know how to do it. We arent using Xreal or any code derivied from it, our code is entirelly based off of vanilla Q3. Our shaders are entirelly CG based compiled into gl assembley(were using ARBVP1 and FP1 profiles if anyone is interested, and later higher profiles to support features such as single pass lighting). Xreal uses GLSL...I hate glsl for multiple reasons. The way I have layed out the engine there will be as little as 20% of Q3's original code in Truepaint when were done. And sence our project is based off of vanilla q3, we can license the engine in the future.

But again just because any mod for that matter has per-pixel lighting or bump mapping or even fresel reflections doesn't mean they coyped code from anywhere, or using a premade engine and taking it as there own.

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jmarshall
jmarshall - - 4 comments @ More engine testing

i know how to do ambient lighting : ), its just a preview nothing more nothing less. And yes we are thinking of going commerical.

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