Tenebrae Q&A
by Maarten Goldstein, Sep 21, 2002 7:18am PDTNew on HomeLAN Fed this morning is an interview with Charles Hollemeersch, programmer behind that nifty Tenebrae mod for Quake 1 (which adds real-time lighting and bumpmapping among other things). JCal asks Charles about his previous modding experience, how he came up with the idea for this souce mod, how difficult it was, if anyone at id Software has emailed him about the mod, future plans for the mod, plans for porting this to the Quake 2 source code, and more.
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Comments
Now the models need better skins.
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Wait for Doom 3...
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but what about sound?
I think if there's a mod out there that updates the model animations, put it together with Tenebrae and you have a 2003-level game.
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http://sourceforge.net/forum/forum.php?thread_id=734631&forum_id=209229
Some of his hardware went loco, so it's all delayed now. :/
http://cq3.nofadz.com/tenebrae/quake255.jpg
http://cq3.nofadz.com/tenebrae/quake256.jpg
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their next game will prolly have all the next-gen shiznit.
http://www.4drulers.com/gore/sshots/normaltest1.jpg
http://www.3dluvr.com/willi/main/gamestuff/maps/maps.html
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http://cq3.nofadz.com/tenebrae/quake259.jpg
http://cq3.nofadz.com/tenebrae/quake260.jpg
http://cq3.nofadz.com/tenebrae/quake261.jpg
http://cq3.nofadz.com/tenebrae/quake262.jpg
And someone mentioned fog, so I just enabled the fog code that was already in the quake source:
http://cq3.nofadz.com/tenebrae/quake263.jpg
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Score.
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This thing is cool! And by cool, I mean totally sweet.
But the water seems to be screwed up. Is there a way to fix it?
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Are we talking about Quake 1? The game published way back in the last millenium?
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http://www.doom3world.org/phpbb2/viewtopic.php?t=30
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