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I got tired of the engine's half-broken high dynamic range lighting, so I ripped it apart and re-wrote it. 200% contrast boost, auto gain control to mimic human eye, shader detects over bright / over dark areas and bends contrast curve so they don't wash out or plug up.
Pic also shows working relief mapping with specularity on building behind guard.
Fun with shader coding :-)
Mon Jan 21 2013 4:58PM ReportWhich kind of mapping? Level building or texture / relief mapping?
Level building is done with a world editor module in the client.
Textures on buildings... QuArK and DDS utilties from nVidia.
Mon Jan 21 2013 9:09PM ReportNot worried about the buries. The standards for artwork quality and presentation have been raised a bunch in the last few years.
Maybe by 2020 I can catch up to 2010. :-)
Tue Jan 22 2013 10:12AM ReportMMORPG.com writes:
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