This small mod makes the terrain detail more noticeable.
Quake IV terrain detail mapping arranged by LDAsh - date:070319 (email- email@example.com) -------------------------------- Very simple, all that's happening here is an extra texture is blending over the top of every terrain texture in the game, rock, sand, dirt, typically very low-res textures compared with everything else in-game, and even the MP maps. This extra blended texture is black and white, with the white part being transparent and the dark part being semitransparent (because there is no full-black in it, only dark-gray) and visible. Also, it is scaled down to 12x12 per 1x1 its parent texture so it appears much tighter over the low-res original underneath. This gives it a very high-res and grainy appearance, however there are some downsides, it does visibly tile and gives the terrain a patchy look sometimes. Some claim that it can degrade the visual effects of the normalmaps, flatten surfaces and drown lighting, may also look "noisy" on angles using high anisotropic filtering, but I think it's not _too_ bad for what it delivers and everything still works together, normalmaps and lighting still do "work". To see it in action I urge you to view this 2Mb JPEG:- http://www.violationentertainment.com/temp/Q4detailmappingHI.jpg It _should_ be working in just about every single outdoor area in the entire Quake IV game yet I have not fully tested every in-game corner to see for myself, I have been right through the main materials and tested key maps like air defense, walker, hovertank and convoy maps. As for performance, I really couldn't notice any slowdown on my machine compared to without it, maybe the loss of 1 or 2 FPS maximum. It's one 256x256 texture as another stage in only some of the materials so it doesn't affect framerate much at all. Finally, it should be compatible with just about any other map/mod out there as long as the filename overrides it (just add more Zs) and as long as the map/mod doesn't make changes to the 2 MTR files in the PK4. You are also welcome to change the TGA however you'd like to adjust the detail mapping on everything. For example you can easily make it less noticeable by brightening the texture and adding more whiteness. Please leave feedback as I'm very interested to know what players think of this technique on textures in computer games especially in engines like Doom3.
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