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This depends on #21 and should be an optional feature.
People who always used the hardware mode won't remember this, but Jedi Knight's software renderer actually had emissive textures. These were implemented by allocating special colors in each colormap that rendered as full brightness regardless of light level. It's possible to use this colormap data to generate pretty decent emissive maps (this is known to work, and has been prototyped independently by a number of people).
Something neat might be extending the install script from #21 to optionally generate a material pack from the original game textures plus emissive maps. This script would need to be hand-written, particularly since some textures are known to use these emissive colors inappropriately.
The text was updated successfully, but these errors were encountered:
This depends on #21 and should be an optional feature.
People who always used the hardware mode won't remember this, but Jedi Knight's software renderer actually had emissive textures. These were implemented by allocating special colors in each colormap that rendered as full brightness regardless of light level. It's possible to use this colormap data to generate pretty decent emissive maps (this is known to work, and has been prototyped independently by a number of people).
Something neat might be extending the install script from #21 to optionally generate a material pack from the original game textures plus emissive maps. This script would need to be hand-written, particularly since some textures are known to use these emissive colors inappropriately.
The text was updated successfully, but these errors were encountered: