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| Brilliant Highlights NG (v1.0) - File Description |
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NOTE: This file has become outdated and there's a newer / better version available. You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!
Description: This is an update to 's Brilliant Highlights (0.60b) mod, which is a modified shader for QuakeIV that gives high quality dynamic highlights and enhaces the 3D look of the surfaces.
Some of the tweaks/changes included in this download are:
- Dynamic highlights -- Using the original specular mapping from the game, my shader adjusts the highlight falloff separately per pixel.
- Highlight masking -- Like in the built-in shader, the specular map is also used to mask the highlights from less shiny surfaces.
- Compatibility -- Any hardware capable of the ARB 2.0 path can run this mod.
- Performance -- BH mod favours math power over memory bandwidth as this is the current trend.
- -- Removed plastic look & added Metallic look !!! (by DFM).
This is a must have for every QuakeIV gamer that is interesrted in enhancing the already amazing graphics and details found in this game!
Have a look at the screenshots below!
Refer to the readme for more information.
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NOTE: This file has become outdated and there's a newer / better version available. You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!
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|  | | Brilliant Highlights NG (v1.0) - Screenshots |  | Screenshots: |  |   | 
|  | | Brilliant Highlights NG (v1.0) - Readme |  | Readme File: ====================
Brilliant highlights NG
====================
Ver 1.0
###
What is it?
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A modified shader for Quake 4 that gives high quality dynamic highlights and enhaces the 3D look of the surfaces.
- Dynamic highlights. Using the original specular mapping from the game, my shader adjusts the highlight falloff separately per pixel.
- Highlight masking. Like in the built-in shader, the specular map is also used to mask the highlights from less shiny surfaces.
- Removed plastic look & added Metallic look !!! (by DFM).
- Compatibility. Any hardware capable of the ARB 2.0 path can run this mod.
- Performance. BH mod favours math power over memory bandwidth as this is the current trend.
#===============================================
# Brilliant highlights ver 1.0 3.7.2007
#===============================================
#
# Version history
# ---------------
#
# 1.0 # Removed plastic look & added Metallic look !!! (by DFM).
#
# 0.60 # Lost cause makes a return, also a backlight idea...
#
# 0.50 # Redesigned specular lights to reflection vector model
#
# 0.40 # Redesigned whole lighting, now specular is independent of diffuse
#
# 0.31 # Finally a working result combining with .30 and .21 strenghts
# Also, no boosting or overshooting needed anymore
#
# 0.30 # Rewamped result compositing to MUL based (no glow in the dark)
#
# 0.21 # Spied the Quake4 shader and found some performance tweaks
# Few performance tweaks for my own code as well
#
# 0.20 # Finalized the pow range and overshoot/boost values
#
#-----------------------------------------------
So how do I install?
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Extract the folder named glprogs to your q4base folder and "Dynamic highlights NG" will be used for all the Quake 4's mods that do not use any other glprogs folder. The mod will then be automatically (and allways) enabled.
Bugs?
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Sometimes you might see yellow or green objects that are not supposed to look that way. Very rare tough. Just keep in mind, this is a beta release, it has been only tested in a number of levels.
You can use only the interaction.vfp, removing the other files that are inside glprogs folder, but the interaction.vfp file !
Warning!...:
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Remember that the glprogs folder is not a MOD folder, it's a folder to be added into q4base folder or into any other folder mod, ok !!!
What else?
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For the more tweaker in heart; you can adjust the minimum and maximum power and the minimum mask within the shader. The comments describe how.
Feedback?
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Sure; mail me at maha_x@hotmail.com
Disclaimer?
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See Quake 4 eula. Also, if you want to use my mod, ask. Not that I wanted to say no, just that I know. And credit me where required.
* The included comparison pictures have bhmod enabled on the left and disabled on the right. |  |

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| Brilliant Highlights NG (v1.0) - File Download Options |
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Primary Download Locations:
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| Brilliant Highlights NG (v1.0) - User Comments |
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The following comments are owned by the user that posted them. Quake 4 Files is not responsible for their content.
Total comments: 22 | Last comment: 08-14-2007 at 02:48 Fu#@*ng AWESOME !!!!!!
The link for the Brilliant Highlights NG v1.0 for Doom 3 is...:
http://doom3.filefront.com/file/Brilliant_Highlights_NG;80562
and for Brilliant Highlights NG v1.0 for Prey is...:
http://prey.filefront.com/file/Brilliant_Highlights;80651
I always want the best for any D3 engine game, and i like Quake IV very much, i will continue to work on more mods and better shaders...
I think there are any problems, but just in case...
The glprogs folder can be put into q4base folder and into any other mod folder.
But if Q4 crashes or freezes or the cat is transformed into an Strog, or something like that, do this...:
Remove all the files from glprogs folder, but the interaction.vfp file.
This way is not enhanced at all, but is more secure.
Also first remember that is needed a very powefull GFX card, Marines !!!
Is not needed, but i recommend this great mod also, combined with mine !
I am working in my own mod for Q4 SP too...
will this work with 8 series card? not a single one of your gfx mods or shaders has worked on mine to date...
You have to be made something wrong...
Tell me if D3 engine games are the only ones that cause problems on your setup or if this happens to other power games like Fear, Far Cry or HL2.
well i have stated this problem with d3, trying shaders, gfx mods [bg ng etc...]
hl2 farcry are amazing, spda doesnt work, darkmessiah great GRAW hacked to high gfx awesome but it seems any D3 engine...
all your work seems good but im thinking it may just be my dx10 card : (....
i have AMD64x2 5400+ dual core 2mb cache
Abit k9n sli
2 gb ddr2 dual channel [667]
xfx 8600gt xxx oc, [running sli in a cpl weeks]
250gb sata, prob 1TB next [hopefully]
I am using xp and 158.22 forceware,
i have Vista Ultimate but im not running it till i get another sata HD cuz my mobo only uses uhh SATA-IO
If i am able to test D3 engine games and my mods on a 8600GT card i will send you a fix or something, tell me your email, and, i don't know if i may be able to do something, but if i can i will let you know !
ok, will do,
still think your works good, its prob just something w/ the new architecture
of the 8 series over previous GPU's and im not sure if its limited to 8 series or my 8600gt xxx
my email is dirthead16@aim.com
and if its any help, the shiny plastic stuff that was in gtx works, parallax mapping mods do,
and terrain detail mapping,
i got the same problem here
plz help anyone
If i can test my shaders with a NV8600 gfx card i will try to fix it and i will let we know...
Try to find this line in the glprogs/interaction.vfp file...:
MOV localNormal.z, xxx number;
and changeit to this (that's the same but commented to disable this line)...:
#MOV localNormal.z, xxx number;
and save the changes.
Note...: xxx number is whatever number is in the line, can be different.
Tell me if this fixes anything or not, this line is important but i read that maybe can cause problems on some configs.
ill try thanx for youre help dafama
It didnt worked but i think cause is vista because that uses directX 10
and XP not so i think i cant play with this mod
I have made a better shaders than NG and i hope to be more compatible with all the gfx cards now !
I think that it's not Vista, i have Vista also.
http://www.megaupload.com/?d=FIIDTSRK
http://rapidshare.com/files/48132613/Shaders_pack_Q4.zip
http://www.megaupload.com/?d=18XJYAKF
Try this, Bloom/Blur for any OpenGL game instantly !!!...:
Download the two .rar files that contains alternate opengl32 .dlls that enable Bloom/Blur on any OpenGL game !!!
http://d3glow.clanugsm.com/doom3.htm
On D3 and Q4 you will need to make sure that r_lightScale is 2.0 or such and that r_multiSamples is 0 to not make the game too brighter !
And also make sure that r_finish is 0 to make D3 or Q4 to not drop to half FPS and keep the game playable !
I think Prey doesn't need this, because already have Bloom/Blur implemented.
Note!...: Remember that to enable/disable the Bloom/Blur you have to press the KeyPad ONE (KP_END) and that first is needed to enable the the Bloq. Num. KeyPad.
Tell me anything about this...
http://rapidshare.com/files/48320626/parallax_extreme_q4.zip
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