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| Brilliant Highlights NG (v1.1 | Final) - File Description |
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Description:
This is an update to Brilliant Highlights NG (v1.1) mod, which is based on the original Brilliant Highlights (0.60b) mod by Maha_x. Brilliant Highlights is a modified shader for Quake IV that gives high quality dynamic highlights and enhances the 3D look of the surfaces, in short, it is designed to WOW you!
Some of the features included in this download are:
- Dynamic highlights -- Using the original specular mapping from the game, Dafama2K7's 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 Quake IV gamer that is interested in enhancing the already amazing graphics and details found in this game, so don't waste any more time...start your download now!
Whats different in this version?
- Added latest Enhanced shader techniques
Refer to the readme for more information.
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|  | | Brilliant Highlights NG (v1.1 | Final) - Screenshots |  | Screenshots: |  |

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| Brilliant Highlights NG (v1.1 | Final) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | Brilliant Highlights NG (v1.1 | Final) - Readme |  | Readme File: ====================
Brilliant highlights NG
====================
Ver 1.1
###
What is it?
-----------
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.
Agreements...:
This mod uses amazing TheRealSceneGraphManager's NEW Chromatic Dispersion Special FX !
#===============================================
# Brilliant highlights ver 1.1 3.7.2007 - 12.12.2007
#===============================================
#
# Version history
# ---------------
#
# 1.1 # Added latest Enhanced shaders techniques, (i can't add the
# latest NG shaders techniques to BH :( at least at the moment.)
#
# 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 (v1.1 | Final) - 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: 3 | Last comment: 04-11-2008 at 02:35
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3086 | This is BHNG latest, i have added some of the newest things i have learned, but all of you know i have my preferred shaders mod that is NG shaders, this is not the same, NG shaders are based on Prey and ETQW techniques, but BHNG is based on Brilliant Highlights v0.60b + added some but not all the latest Prey Enhanced shaders techniques, i have not been able at the moment to add the latest NG light refraction effects, but maybe sometime... I am always experimenting and learning so in the future maybe i can do it, i hope...
Remember that we can choose between two gfx modes that suits best your gfx card pressing the keypad slash combination keys. |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3086 | This time i have been able to add the dynamic reflections to the Brilliant Highlights shaders ! 
Will be here very soon... |
infrequent From: Joined: November 8th, 2003 Posts: 767 | OMG the pictures look awful and grainy ?!? |
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