New volumetric lighting demo

If you have never changed your resolution settings in any demo, then that's 1024x768. Otherwise it's the last fullscreen resolution you set in any of my demos.
 
Humus said:
Sometimes I create my models and textures myself, but I generally suck as a modeller or texturer. For simple stuff like the gold bar in the Glow demo I can fix that myself, but for a little more complex stuff I prefer to just rip some free stuch from the web. :)
Sometimes, like in this demo, I use maps from games. This is the DM-Tutorial map from UT.
Where did you get the information on how to load an Unreal map? For my experiments I use Quake 3 maps with a PVS but I would also like to try it with Unreal maps because it contains portals. I always thought the specifications were a well kept secret...
 
Hmm, probably some nifty technical stuff in the demo, but the end result on screen is not that impressive. I remember my Voodoo2 doing a much better job at volumetric lighting in the original Unreal. Just my two cents. ;)
 
Nick said:
Where did you get the information on how to load an Unreal map? For my experiments I use Quake 3 maps with a PVS but I would also like to try it with Unreal maps because it contains portals. I always thought the specifications were a well kept secret...
Using UnrealEd you can export maps to a text format that's relatively easy to understand. From that you can convert it to your own format, if you like.
 
sonix666 said:
Hmm, probably some nifty technical stuff in the demo, but the end result on screen is not that impressive. I remember my Voodoo2 doing a much better job at volumetric lighting in the original Unreal. Just my two cents. ;)

That's subjective of course. I agree that the volumetric lighting in Unreal definitely was great for it's time, but I don't think it's better. It is a per-vertex operation which sometimes made the volume move along triangle edges etc. as you moved around. It's cheap for a low-poly game like Unreal, and gives quite good results and really enhanced the mood in the game, though I would argue that the effect has more volume in my demo. IMHO of course.
 
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