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.

Report article "baking normalmaps & stress-test release soon"

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.

Comments
TKAzA
TKAzA Jan 15 2008, 7:17pm says:

whats a megatextexel

+1 vote     reply to comment
LDAsh
LDAsh Jan 20 2008, 9:50pm replied:

A texel is a pixel as displayed on a 3D surface, so a megatexel (as opposed to megapixel) is a million of these.

+1 vote     reply to comment
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