Shadowing Hate - true total conversion for Quake 4 Shadowing Hate is a futuristic total conversion game project from Violation Entertainment using the Doom 3 engine, focusing on bringing an entirely new gaming experience to Doom 3/Quake 4 players, straying from demons and zombies, it will no longer be visually recognisable as Quake 4. It will have a variety of different environments and features using a different approach to detail. The project will also have a high-detail release, containing the original high-resolution textures and models. Shadowing Hate is based a number of decades from now, a story about a plan for global domination by means of a high-tech robotic terrorism, corrupted multimillion dollar corporations and secret technology development worldwide.
Baking some extremely high-res normalmaps for finished new character models. A small "stress-test" release will show the difference between the low-detail and high-detail releases of the project as a whole. The high-detail release will feature character models almost 9000 triangles and 4 megatexels, to give you an idea of how far things will get pushed in the high-end release.
Posted by LDAsh on Jan 15th, 2008 digg this super bookmark
Just thought I'd post that I'm currently in the process of baking some extremely high-res normalmaps for what are otherwise the finished new character models. This means it's only a matter of time until all is baked to be composited into final normalmaps for - a release! It's only a small "stress-test" release that will show the difference between the low-detail and high-detail releases of the project as a whole. The high-detail release will feature character models almost 9000 triangles and 4 megatexels, to give you an idea of how far things will get pushed in the high-end release. Surely, the low-detail release will function on any machine that can already play Quake 4 sufficiently, so no one misses out. The stress-test release will feature 2 scenes, one of the character models in convalescent stasis chambers (AECE HQ), and another of our water textures in action in a small sewer scene. Each will have 2 versions, as mentioned, both will stress all factors including model polycount, texel scales, detail-mapping, cubemap reflections, shading decals, particle counts, special effects, tiny details and much more. You can be sure to see this stuff here and on the main website sometime soon.
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whats a megatextexel
A texel is a pixel as displayed on a 3D surface, so a megatexel (as opposed to megapixel) is a million of these.