MoonDog Posted February 18, 2014 Posted February 18, 2014 I tend to turn off motion blur in games that have it. Just my preference since I find it a bit distracting. AshuraDX likes this
Xycaleth Posted February 18, 2014 Posted February 18, 2014 So after the lightmaps, what else is left to fix?Weather, surface sprites, fog and dynamic glow. And there's a few tiny things that need fixing in the ghoul2 stuff. Once that's done, performance improvements Tempust85 likes this
Boothand Posted February 18, 2014 Posted February 18, 2014 update on that motion blur: it's not per-object yet and there's obviously some artifact-y ness that I need to resolve Will it be possible to adjust the amount, as opposed to QFX? Omicron likes this
Tempust85 Posted February 18, 2014 Posted February 18, 2014 Everyone who is working on rend2's port has done an excellent job so far. Boothand and Szico VII like this
Xycaleth Posted February 18, 2014 Posted February 18, 2014 but what does ffa3 look like?Not sure why, but ffa3 has never looked wrong for me: But that does remind me, I also need to fix problems with the light grid not lighting entities properly. Players always seem to look a lot darker in rend2 compared to the vanilla renderer.
Tempust85 Posted February 18, 2014 Posted February 18, 2014 @@Xycaleth: I'm pretty sure that's because every model has a minimum light value and will never go 100% dark in vanilla. Can you make it an on/off option? If my map has zero lights but I compile it with -light, the level will be 100% dark but the models (player models & misc_model_static tested) won't be. They always seem to have some light no matter what: Found the minimum lighting place. tr_light.cpp: // bonus items and view weapons have a fixed minimum add if ( ent->e.renderfx & RF_MORELIGHT ) { ent->ambientLight[0] += tr.identityLight * 96; ent->ambientLight[1] += tr.identityLight * 96; ent->ambientLight[2] += tr.identityLight * 96; } else { // give everything a minimum light add ent->ambientLight[0] += tr.identityLight * 32; ent->ambientLight[1] += tr.identityLight * 32; ent->ambientLight[2] += tr.identityLight * 32; }
Szico VII Posted February 18, 2014 Posted February 18, 2014 Needz dglow. And any possibility of making cubemaps work? Proper reflections would be sooo good.
eezstreet Posted February 18, 2014 Author Posted February 18, 2014 Will it be possible to adjust the amount, as opposed to QFX?Yes. When I get time today, I will be adding cvars to control it. Boothand likes this
ensiform Posted February 18, 2014 Posted February 18, 2014 Dglow will be one of the last things if its not replaced with something else, because the implementation is poor/slow.
Xycaleth Posted February 18, 2014 Posted February 18, 2014 I was going to do dynamic glow next. It's pretty easy to do. Szico VII likes this
Omicron Posted February 18, 2014 Posted February 18, 2014 I thought dglow was going to be replaced with bloom?
Raz0r Posted February 18, 2014 Posted February 18, 2014 Dynamic glow gives more control to the artist. Bloom is easier and imo provides better results. eezstreet and Tempust85 like this
Xycaleth Posted February 18, 2014 Posted February 18, 2014 In the end I'll incorporate the parts of the screen which have picked by the artist to use dynamic glow with the parts picked by the renderer to have bloom applied and it'll look are shiny etc etc. minilogoguy18 likes this
eezstreet Posted February 18, 2014 Author Posted February 18, 2014 So...I was having a bit of difficulty earlier with FRAPS recording the motion blur. If someone wants to give it a shot later, that would be great (I'm not 100% sure I pushed the code for the working motion blur though) It's not that bad at all, it's actually pretty barely noticeable with a high enough sample rate (like 10 or so). There's virtually no FPS hit incurred by the motion blur also (as far as I can tell anyway, even with 100 samples it didn't put me lower than ~133 FPS on ffa3). Do note that this uses a completely different method than what QEffects Pro uses (QEffects Pro uses accumulation buffer method, which isn't really used ever because it looks low quality). This uses a camera blur method, similar to what Half Life 2: Episode 2 uses. I will also be adding a per-object motion blur method, which is similar to what CryENGINE uses. Both will be controlled by r_motionblur (probably 1 for camera blur, 2 for per-object). I also want to add cvars for number of samples, velocity multiplier, and depth threshold (anything below it doesn't get blurred, by default this is 0.2 so viewmodel/first person weapon doesn't get blurred) Tempust85 and minilogoguy18 like this
Guest KENNITHH Posted February 18, 2014 Posted February 18, 2014 eez, you had me at "CryENGINE " , awesome job once again.I was wondering if any of you thought or might add some better water code? I remember seeing a Q1/2/3 based game having some awesome water. It's always a plus for us mappers "art".
eezstreet Posted February 18, 2014 Author Posted February 18, 2014 eez, you had me at "CryENGINE " , awesome job once again. I was wondering if any of you thought or might add some better water code? I remember seeing a Q1/2/3 based game having some awesome water. It's always a plus for us mappers "art".Well, cubemaps ought to improve the quality of reflections in water. As for actual water physics, I think the general consensus is that better water might cause some issues with backwards compatibility, but I'm honestly not too sure on it. I've never researched the subject of water too profusely.
Tempust85 Posted February 18, 2014 Posted February 18, 2014 That's some nice water. @@Xycaleth What did you end up doing about the model minimum lighting? Future Note: I'd like to see the MD5 model format implemented. Tried it myself, failed horribly.
Tempust85 Posted February 18, 2014 Posted February 18, 2014 Well that's very disappointing. Would be nice to have an alternative to Ghoul2 for skeletal animation.
Xycaleth Posted February 18, 2014 Posted February 18, 2014 Won't be able to work on this for the rest of the week unfortunately as I'm busy with sorting out a weekend trip.
ensiform Posted February 18, 2014 Posted February 18, 2014 You can't mix other model formats with ghoul2 (API). And if you want extra formats otherwise, bye bye compat mods. FWIW Format wise, IQM > MD5 in basically every way. The implementation used, is just a basic one though.
minilogoguy18 Posted February 19, 2014 Posted February 19, 2014 I used to not like G2 format but honestly after doing some things like making my character rig and some other custom animations it's really not that bad. The only real problem is there isn't a really good way to reverse compile it other than using Blender which getting people to leave their preferred software for a file format isn't going to happen. Archangel35757 likes this
ensiform Posted February 19, 2014 Posted February 19, 2014 But that does remind me, I also need to fix problems with the light grid not lighting entities properly. Players always seem to look a lot darker in rend2 compared to the vanilla renderer.They should be identical if r_hdr is off. // bonus items and view weapons have a fixed minimum add if ( !r_hdr->integer ) { // give everything a minimum light add ent->ambientLight[0] += tr.identityLight * 32; ent->ambientLight[1] += tr.identityLight * 32; ent->ambientLight[2] += tr.identityLight * 32; }This is if ( 1 ) in vanilla. I'm assuming he did this cause it looks weird with proper hdr?
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