Archived

This topic is now archived and is closed to further replies.

kill

Quake 3 pipeline

Recommended Posts

kill    146
Hi. Can anyway tell me how many passes quake 3 uses to render a scene and what they are? I''m just wondering what today''s engines need to do to look good. For example, does it apply lightmaps and bumpmapping everywhere, is it fast enough, etc. Thanx.

Share this post


Link to post
Share on other sites
kill    146
I''m sure Carmack would tell me
I was thinking about all those new photo realistic games that are in the works ("Max Payne" or something like that), and I thought of something... I think Quake 3 engine is very much capable of photorealistic levels, may be not characters, but levels, damn sure. The only reason why it''s not photo realistic right now is because the levels and the textures are extremely artificial, obviously to set the mood of the game. I think if photo realistic textures were used, holy crap could Quake 3 blow us away!

Share this post


Link to post
Share on other sites
XBTC    122
To answer your questions kill:
1."Hi. Can anyway tell me how many passes quake 3 uses to render
a scene and what they are?"

AFAIK q3 is not limited to a fixed number of passes(at least my Q3-Viewer is not limited,only by speed)....In Q3 every shader specifies it´s different passes and then the engine does the passes as requested by the shader....

2."For example, does it apply lightmaps and bumpmapping everywhere, is it fast enough, etc."

Q3 applys lightmaps nearly everywhere....Only things like the chrome surfaces are rendered without lightmaps.And AFAIK Q3 is not able to use bumpmaps.

3."is it fast enough, etc."
Yes I think Q3 is fast enough!

Greets,XBTC!











Share this post


Link to post
Share on other sites
Guest Anonymous Poster   
Guest Anonymous Poster
A shader is a simple text-file which describes the properties of surfaces.For example the rotating texture in Q3Dm1 in the room with the big tongue is scripted by a shader.In the shader for this effects there is something like this:
1.-Rotate the fire texture and change it´s size every frame
-Draw the fire texture
2.Rotate the texture with the strange gothic structure and draw it using Alpha-blending
3.Draw the texture with the strange gothic structure without rotating but with alpha blending.

If you look at this thing in Q3dm1 you´ll see why the shader I described does this....

Greets,XBTC!

Share this post


Link to post
Share on other sites
XBTC    122
The last post was made by me and I forgot to type in my name....
I tell you this ´cause I want the point for my ranking

Greets,XBTC!

Share this post


Link to post
Share on other sites