This mod makes several adjustments to the game's shaders for increased visual quality and effects. The original author is maha_x, but this release has been tweaked by Dafama2k7.
Original Author: maha_x
Updated by: Dafama2k7
Readme File:
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Brilliant highlights NG
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Ver 1.3
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Agreements...:
This mod has been updated with some of the latest BH Mod features made by original developer Maha-X !
This mod uses amazing TheRealSceneGraphManager's NEW Chromatic Dispersion Special FX !
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# Brilliant highlights ver 1.3 3.7.2007 - 26.3.2008
#===============================================
#
# Version history
# ---------------
#
# 1.3 # (Public) Added latest Maha-X shaders techniques !
# Enhanced NVidia version with better refraction.
# Enhanced ATI/Generic version with steel effect.
#
# 1.2 # (Internal) Added Chromatic Dispersion shaders techniques by TheRealSceneGraphManager !
# Removed a bug and bettered the BH code a little.
#
# 1.1 # (Public) Fixed some small bugs in the shaders.
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# 1.0 # (Public) Removed plastic look & added Metallic look ! (Updated by DFM from now).
#
# 0.60 # Lost cause makes a return, also a backlight idea...
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# 0.50 # Redesigned specular lights to reflection vector model
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# 0.40 # Redesigned whole lighting, now specular is independent of diffuse
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# 0.31 # Finally a working result combining with .30 and .21 strenghts
# Also, no boosting or overshooting needed anymore
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# 0.30 # Rewamped result compositing to MUL based (no glow in the dark)
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# 0.21 # Spied the Quake4 shader and found some performance tweaks
# Few performance tweaks for my own code as well
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# 0.20 # Finalized the pow range and overshoot/boost values
#
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So how do I install?
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Extract the folder named glprogs to your q4base folder and "Dynamic highlights NG" will be used for all the Quake 4's mods that do not use any other glprogs folder. The mod will then be automatically (and allways) enabled.
Bugs?
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Sometimes you might see yellow or green objects that are not supposed to look that way. Very rare tough. Just keep in mind, this is a beta release, it has been only tested in a number of levels.
You can use only the interaction.vfp, removing the other files that are inside glprogs folder, but the interaction.vfp file !
Warning!...:
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Remember that the glprogs folder is not a MOD folder, it's a folder to be added into q4base folder or into any other folder mod, ok !!!
What else?
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For the more tweaker in heart; you can adjust the minimum and maximum power and the minimum mask within the shader. The comments describe how.
Feedback?
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Sure; mail me at maha_x@hotmail.com
Disclaimer?
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See Quake 4 eula. Also, if you want to use my mod, ask. Not that I wanted to say no, just that I know. And credit me where required.
* The included comparison pictures have bhmod enabled on the left and disabled on the right.