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Author Topic: Stuff to make a HD tremulous  (Read 22113 times)
jm82792


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« Reply #90 on: November 21, 2010, 03:40:00 AM »

Not true,
It would most likely be trivial for someone experienced with GL to patch in hardware mipmapping (assuming such a patch doesn't already exist). Mipmapping isn't really something to change engine for, and it certainly does not inhibit or 'bottle neck' textures in any way.
Well currently it is a bottle neck.
But as I said I do not code. the only coding I do is with MCU's for fun, and it's on the simple side
Heck if it can be fixed great, I'm the bob/joe-schmo/clown that has used Blender for a couple years and knows that realm. A portion of my knowledge is applicable to games, however game engines are very different in many ways related to a 3d package.

Regarding Xreal, I agree don't worry about creating assets for it.
Get it ported(Yeah I don't know anything regarding getting it their.) and the capacity of the new engine should/hopefully drive the demand to create new assets for trem.

« Last Edit: November 21, 2010, 03:43:12 AM by jm82792 » Logged

Thorn


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« Reply #91 on: November 21, 2010, 04:14:32 AM »

How many times do I have to say this? A port to XreaL would not require new assets. It would look no different, but it would use code that is designed to run as much graphics on the GPU as possible, speeding up the game vastly. The enhanced material effects and special model formats can be utilized later.

Because compiling XReaL with the q3acompat flag enabled does not allow it to run on pre-GLSL (6200) hardware. Hence the argument of 'Switch to XReaL - Faster FPS - New Hardware Only!" doesn't make much sense.
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Flex
jm82792


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« Reply #92 on: November 21, 2010, 04:28:01 AM »

How many times do I have to say this? A port to XreaL would not require new assets. It would look no different, but it would use code that is designed to run as much graphics on the GPU as possible, speeding up the game vastly. The enhanced material effects and special model formats can be utilized later.

Because compiling XReaL with the q3acompat flag enabled does not allow it to run on pre-GLSL (6200) hardware. Hence the argument of 'Switch to XReaL - Faster FPS - New Hardware Only!" doesn't make much sense.
Well some of what yon stated(q3acompat flag) I do not fully understand although I do know what GLSL is and it's sweet, I've toyed with it within blender's BGE.
A $50 GPU should upgrade old PCs correct?
I think people with old pcs should be happy with the old engine,
people with the newer PCs can enjoy the new engine.
It's not like you need a $1000 PC to have GLSL enable GPU.

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Tremulant
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« Reply #93 on: November 21, 2010, 09:22:45 AM »

So you expect devs to maintain netcode compatibility so that users of either version can play together or just to split the game's playerbase in half?
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CATAHA


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« Reply #94 on: November 21, 2010, 11:10:18 AM »

You really think that half of current tremulous players have so old PCs?
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Pazuzu


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« Reply #95 on: November 21, 2010, 03:19:12 PM »

You really think that half of current tremulous players have so old PCs?
I think a poll might be in order.
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ok, can you give me the tool thingy app that can code?
Demolution


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« Reply #96 on: November 21, 2010, 05:03:55 PM »

You really think that half of current tremulous players have so old PCs?
I think a poll might be in order.

I think there was already such a poll, no?
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Asvarox


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« Reply #97 on: November 21, 2010, 05:10:38 PM »

I doubt that even 1/4 of players would actually vote in such poll
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Odin
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« Reply #98 on: November 22, 2010, 09:47:53 AM »

How many times do I have to say this? A port to XreaL would not require new assets. It would look no different, but it would use code that is designed to run as much graphics on the GPU as possible, speeding up the game vastly. The enhanced material effects and special model formats can be utilized later.

Because compiling XReaL with the q3acompat flag enabled does not allow it to run on pre-GLSL (6200) hardware. Hence the argument of 'Switch to XReaL - Faster FPS - New Hardware Only!" doesn't make much sense.
In this day and age, there's really no reason to hold on to hardware pre Geforce 6xxx series. I really think it would be better for everyone if we dropped this mentality of 'doesn't run on old hardware so it is automatically shunned'.

In my opinion, Trem looks fine the way it is. The engine is what needs an upgrade. It doesn't even have to be XreaL. It could just be a random VBO patch(with capability detection so everyone is happy).
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jm82792


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« Reply #99 on: November 22, 2010, 11:45:51 PM »

From what I hear 1.1 was ported to xreal...
We should get 1.2 to xreal if it's not hard and if the client/server side of things doesn't need to be messed with.
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CreatureofHell


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« Reply #100 on: November 22, 2010, 11:48:58 PM »

If 1.1 was successfully ported don't you think everyone would play that instead?
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<Timbo> posting on the trem forums rarely results in anything good
jm82792


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« Reply #101 on: November 23, 2010, 01:39:14 AM »

Well if it looked identical then it wouldn't Smiley
I don't know I'll check the website, I think it has to be compiled.
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jm82792


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« Reply #102 on: November 23, 2010, 06:47:59 AM »

http://xreal-project.net/?page_id=3/Programming/how-to-apply-xreal-engine-to-tremulous/
I'll compile it if I can ...
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Odin
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« Reply #103 on: November 23, 2010, 08:50:04 AM »

Well if it looked identical then it wouldn't Smiley
Turn off HDR or other post-processing and it will.
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Lecavalier


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« Reply #104 on: November 23, 2010, 07:18:33 PM »

That Goon is too bumpy  Embarrassed
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Tremulant
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« Reply #105 on: November 23, 2010, 07:34:02 PM »

Doesn't lighting need to be redone for every existing map?
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Thorn


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« Reply #106 on: November 23, 2010, 08:07:43 PM »

Yep, and it'll never look 'identical'
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Flex
Tamaru


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« Reply #107 on: November 23, 2010, 08:33:00 PM »

1.1 is ported, and they just added bloom and some other effects for the moment, nothing over the top, thorn made bump maps for the only map ported (tremor) and it has a lot of issues compile-wise.... goodluck
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Odin
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« Reply #108 on: November 23, 2010, 09:45:06 PM »

1.1 is ported, and they just added bloom and some other effects for the moment, nothing over the top
What? It has all the features of XreaL, including but not limited to bloom.

Doesn't lighting need to be redone for every existing map?
Not necessarily, if you are thinking that all maps need to be recompiled. I believe the 1.1.0 port can be compiled with compatq3 mode.
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CATAHA


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« Reply #109 on: November 23, 2010, 10:05:00 PM »

Doesn't lighting need to be redone for every existing map?
Map recompilation its not so hard work. Even without map source (using .bsp decompilation) you can redone map per day ezily.
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Tremulant
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« Reply #110 on: November 24, 2010, 12:47:24 AM »

Doesn't lighting need to be redone for every existing map?
Not necessarily, if you are thinking that all maps need to be recompiled. I believe the 1.1.0 port can be compiled with compatq3 mode.
I'm only basing this assumption on what thorn's told me in the past.
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jm82792


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« Reply #111 on: November 24, 2010, 04:58:01 AM »

Let me put it this way.
I am willing to help however I can but cannot spend hours and hours learning how to recompile maps Sad
I can't keep dumping time into learning things, I've got enough rods in the fire and life is catching up with me.
If anybody wants they should organize a porting team of people who have a basic idea of how to get it over.
I do know a good/decent amount regarding shaders, lighting, animation, texturing, particle systems(little, not much) etc... (Most of the junk you see in Blender, I've been monkeying with most 3D skills for a long time)

Anyways I see this as the golden opportunity to beef up trem.
If we get 1.1 updated then we've accomplished something, fi we get 1.2 that's even better.
Remember we can do lots more than some bloom.
Bump mapping, postpro glare,bloom,whatever(Correct? If so we have a lots of capacity with postpro), better lighting, higher quality textures, higher polycount(correct?) much more than the few easy things that most people compulsively utilize to attempt to show they aren't a newbie  Grin

It's like Blender newbies showing off fluid simulations  Roll Eyes
« Last Edit: November 24, 2010, 05:15:35 AM by jm82792 » Logged

Pazuzu


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« Reply #112 on: November 24, 2010, 03:40:20 PM »

Wait, slow down a second. Recompiling maps, if they don't require any manual work, sounds like it should be something you can do with scripts. That makes it a lot easier.
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ok, can you give me the tool thingy app that can code?
CreatureofHell


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« Reply #113 on: November 24, 2010, 06:02:16 PM »

Wait, slow down a second. Recompiling maps, if they don't require any manual work, sounds like it should be something you can do with scripts. That makes it a lot easier.

Fixing lighting isn't that easy though.
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Thorn


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« Reply #114 on: November 24, 2010, 06:14:34 PM »

Doesn't lighting need to be redone for every existing map?
Not necessarily, if you are thinking that all maps need to be recompiled. I believe the 1.1.0 port can be compiled with compatq3 mode.
I'm only basing this assumption on what thorn's told me in the past.

Yes, tremulous should be compatible if you compile XreaL with q3acompat, but this does mean not getting any of the features from XReaL's renderer, and at the end of the day it seems a bit pointless. I did mention this before to you, and why it was a bit pointless since the only benefit would be the framerate, and even that can be nullified by the fact that it requires hardware well capable of running the game anyway.

That would probably just be a small project then, compiling the XReaL client in q3acompat with tremulous support, which could likely be distributed as just another optional binary client. Of course, that's purely assumption.
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Flex
jm82792


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« Reply #115 on: November 24, 2010, 07:45:10 PM »

It's pointless if you can't get the features.
I do not code and in the end if we get bump mapping, postpro, MD5's, higher polycount then it's totally worth it.
Basically it sounds good(if we get the features Smiley ) but I do not know how to get there.
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Odin
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« Reply #116 on: November 24, 2010, 08:22:07 PM »

Doesn't lighting need to be redone for every existing map?
Not necessarily, if you are thinking that all maps need to be recompiled. I believe the 1.1.0 port can be compiled with compatq3 mode.
I'm only basing this assumption on what thorn's told me in the past.

Yes, tremulous should be compatible if you compile XreaL with q3acompat, but this does mean not getting any of the features from XReaL's renderer, and at the end of the day it seems a bit pointless. I did mention this before to you, and why it was a bit pointless since the only benefit would be the framerate, and even that can be nullified by the fact that it requires hardware well capable of running the game anyway.

That would probably just be a small project then, compiling the XReaL client in q3acompat with tremulous support, which could likely be distributed as just another optional binary client. Of course, that's purely assumption.
The material keyword(diffuseMap, normalMap, etc) support can be just re-enabled after the fact. I think it's switched off with a simple #ifdef.
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jm82792


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« Reply #117 on: November 25, 2010, 12:54:03 AM »

Hrm.
Well I can read up on Doom3 shaders.
Give the shader the textures, generate bump and spec maps then see what happens.
The maps are created using a modded form of radient right?

Basically I want to get it to work, utilize the new shaders, get a demo map and go from there.
When it's that far I can try to get a MD5 human character into the engine and get some tests to see how well MD5 is compared to MD3. The character would just be a simplistic rig to get the idea across.
I do not know if MD5 uses a animation CFG to tell the engine what frames and where,
I'll look it up and see.

I'm used to doing stills and not worrying about performance, but I will continue to read and get some understanding involving quake 3 and Xreal because I'd love to see something happen regarding a port.




« Last Edit: November 25, 2010, 01:00:15 AM by jm82792 » Logged

Nux


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« Reply #118 on: November 25, 2010, 11:00:34 PM »

Yo. I'm in that kind of mood again and so decided to do some concept work for a higher detail goon. My suggestion is that higher details beg for a new more interesting texture. Let me know if you like the direction I've taken and should continue it!

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Meisseli
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« Reply #119 on: November 25, 2010, 11:03:22 PM »

Yo. I'm in that kind of mood again and so decided to do some concept work for a higher detail goon. My suggestion is that higher details beg for a new more interesting texture. Let me know if you like the direction I've taken and should continue it!

[img]
I do indeed like it, except for the odd purple spots in the middle of the leg.

Is that kind of a texture even possible to have in such an outdated engine though?
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