UniqueOne Posted January 5, 2017 Posted January 5, 2017 So, I decided to port the renderer from my Warzone mod to JKG for you all. You can now enjoy JKG with a modern graphics engine. Here is the latest version (update 3 - for 1.3.22a) download link for the warzone renderer version. Here is the older version (update 2) download link for the warzone renderer version. Here is the original version download link for the warzone renderer version. Installation: To enable the warzone renderer, use +set cl_renderer "rd-gwz" in your game loading shortcut/script. To disable the warzone renderer, use +set cl_renderer "rd-galaxies" in your game loading shortcut/script. It will connect to standard JKG servers. NOTES: * The warzone renderer requires a powerful, modern computer and video card. * I will try to keep it updated with new updates of JKG, unless they decide to adopt the renderer themselves. USEFUL CVARS: r_dynamicLight - [0 - 6] Enables the various lighting modes. 0 - Off. 1 - Low quality volumetric. 2 - Medium quality volumetric. 3 - High quality volumetric. 4 - Low quality volumetric plus map glows. 5 - Medium quality volumetric plus map glows. 6 - High quality volumetric plus map glows. Default: 0 r_distanceBlur - [0 - 5] distance blur. 0 - Off. 1 - Basic (fast). values above 1 do higher quality gausian blurs. Default: 1. r_glslWater - [0 - 2] Do advanced water. Turn it off if you have map issues. 0 - Off. 1 - Use advanced water. 2 - Use advanced water with reflections. Default: 2. r_ssao - [0 - 1] Screen space shadows. 0 - Off. 1 - On. Default: ON. r_magicdetail - [0 - 1] Adds more detail to the scene. 0 - Off. 1 - On. Default: ON. r_colorCorrection - [0 - 1] Uses a palette texture (gfx/palette.png) to alter the screen colors, like ENB does in say Skyrim. 0 - Off. 1 - On. Default: ON. r_fxaa - [0 - 1] FXAA Anti-Aliasing. 0 - Off. 1 - On. Default: ON. r_esharpening - [0 - 1] Sharpen's the screen image's pixels, adding more detail to the screen. 0 - Off. 1 - On. Default: OFF. r_esharpening2 - [0 - 1] Sharpen's the screen image's pixels, adding more detail to the screen. A second method. 0 - Off. 1 - On. Default: OFF. r_darkexpand - [0 - 1] Darkens edges of objects, and does some Anti-Aliasing. 0 - Off. 1 - On. Default: OFF. r_truehdr - [0 - 1] Darkens dark colors and lightens light colors to mimic HDR. 0 - Off. 1 - On. Default: ON. r_dynamicGlow - [0 - 1] Adds glows around glowing objects. 0 - Off. 1 - On. Default: ON. r_bloom - [0 - 1] Adds extra glows around glowing objects. 0 - Off. 1 - On. Default: ON. r_anamorphic - [0 - 1] Adds anamorphic lens flares to glowing objects. 0 - Off. 1 - On. Default: ON. r_dof - [0 - 1] Depth of Field. Mimic's a camera lens by dynamically blurring background objects. 0 - Off. 1 - On. Default: ON. r_lensflare - [0 - 1] Draws a lens flare when looking at a bright object. 0 - Off. 1 - On. Default: OFF. r_vibrancy - [any values] Adjusts the colorfulness of the screen image. Higher values are more colorful. Negative values remove color. Default: 0.4. r_trueAnaglyph - [0 - 1] For Red/Blue 3D glasses. Draws the screen in true depth based 3D. 0 - Off. 1 - On. Default: OFF. r_deferredLighting - [0 - 1] Turn ON/OFF lighting and occlusion. Not sure why anyone would turn it off. 0 - Off. 1 - On. Default: ON. r_cubeMapping - [0 - 2] Turn ON/OFF cube mapping (reflections). Disable this if you have FPS issues. 0 - Off. 1 - On for map and Ghoul2 models. 2 - On for everything. Default: 2. r_foliagePasses - [0 to whatever] Number of passes to draw grasses. More passes means more/better grass at the cost of more FPS. 0 - Off. Default: 16. I have also uploaded a version of the huge warzone ilum_mmo map for you to play on. NOTE: It requires the warzone renderer to be active to load. Enjoy! Archangel35757, Futuza, Lancelot and 8 others like this
eezstreet Posted January 6, 2017 Posted January 6, 2017 This is definitely an interesting experiment and a testament to open source development. It might be adopted in the future as a base for the Phase 2 graphics enhancements.I have some questions for you about this renderer:What does Magic Detail do?Is there a chance for color-grading (LUT/Math methods), perhaps tied to specific postprocessing volumes?Could you possibly look into animMap shaders working in 2D? I understand that EpicLoyd is working on Awesomium for Warzone, but having to manually animate things through code is a pain.Thank you. Keep up the good work! Sentra likes this
UniqueOne Posted January 6, 2017 Author Posted January 6, 2017 This is definitely an interesting experiment and a testament to open source development. It might be adopted in the future as a base for the Phase 2 graphics enhancements.I have some questions for you about this renderer:What does Magic Detail do?Is there a chance for color-grading (LUT/Math methods), perhaps tied to specific postprocessing volumes?Could you possibly look into animMap shaders working in 2D? I understand that EpicLoyd is working on Awesomium for Warzone, but having to manually animate things through code is a pain.Thank you. Keep up the good work! Hmm magic detail is sort of hard to explain. It sort of creates bumpiness/variation on the screen image by darkening and lightening pixels based on the detected edges around it. I invented the method for my ENB mod for skyrim and ported it to warzone. It tends to improve everything a little, but the more detailed the original texture (eg: a high resolution original texture with good detail), the more detailed the effect becomes. It really needs to be seen ingame to understand. In theory color grading could be done in lightall, but that is not really advised as it draws a lot of stuff never seen in the final image (stomped over by something else). I guess I could output a 4th LUT map image in lightall to tell it to use a specific palette or LUT code in post on screen areas, but even that would hurt FPS somewhat. Another option might be to allow per-map palettes, so by using selected colors in textures, the single palette texture would handle them differently. I think animMap should work now with 2D in rend2/wz? I don't think rend2 cares if its 3D or 2D? Xycaleth?
UniqueOne Posted January 6, 2017 Author Posted January 6, 2017 Nice. Will it interfere with QEffects at all? I have no idea. Try it and see. You can always rename the opengl32.dll in your game folder to disable QEffects. Smoo likes this
Tempust85 Posted January 6, 2017 Posted January 6, 2017 That's pretty sweet, nice work! @@UniqueOne I don't suppose you know enough about renderers to help me out with my issue of porting rend2 to SP? Smoo, JaceSolarisVIII and Archangel35757 like this
UniqueOne Posted January 23, 2017 Author Posted January 23, 2017 New download link posted in the first post. You only need it if you were crashing on game start. Futuza and Smoo like this
UniqueOne Posted February 15, 2017 Author Posted February 15, 2017 I think JKG changed their API, so I doubt it. But you could try it.
eezstreet Posted December 4, 2017 Posted December 4, 2017 No. JKG uses a special API which is distinct from the MP one, which is distinct from the SP one.
UniqueOne Posted December 17, 2020 Author Posted December 17, 2020 Decided to update for JKGalaxies 1.3.22a. It's the same version of the renderer before with a few minor fixes. Will still connect to JKG servers fine. Enjoy. https://mega.nz/file/zdlGCZ5b#r4xhlc5MGA33MX4PYgcl90QRHBKemquOZ46t8wevN4A Futuza and Smoo like this
Silverfang Posted December 17, 2020 Posted December 17, 2020 I'll definitely be trying this out, Thanks UniqueOne
Futuza Posted December 17, 2020 Posted December 17, 2020 Seems like some of the renderer settings have changed, do you have a list of current settings? eg: r_magicdetail doesn't seem to exist. Nevermind I'm a dummy and forgot to enable the renderer.
UniqueOne Posted December 18, 2020 Author Posted December 18, 2020 Yeah make sure you add +set cl_renderer "rd-gwz" to command line when loading the exe. Smoo likes this
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