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Random development screenshots.


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I will just use this thread to post random pics from stuff we have been doing.


These are fairly recent pics at the time of posting, but not always the latest builds.

I won't bother giving much info about the pics, they are just random screenshots I take while working on stuff (that I think are perrty). I can provide more info if anyone asks though.



On an unrelated note, we could always use help with the mod. PM Stoiss or Me if you are interested. You can also contact us on discord #warzone channel.



Procedural geometry and large map support pics.



WYf7pGN.jpg

T1MDWKn.jpg

ImoN058.jpg

swWRHSf.jpg

fLwPeqx.jpg

os9JbWO.jpg

XG6Oy2E.jpg

2fFj3tJ.jpg

lfBsRRy.jpg

aZ2bcGX.jpg

nG43puq.jpg

z7Ukgox.jpg

MjEtyGs.jpg

F46hHy2.jpg

1u0HxUB.jpg

QVRr26G.jpg

pgZigKE.jpg

Smoo, DTIII, Stoiss and 9 others like this
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I will just use this thread to post random pics from stuff we have been doing.

 

These are fairly recent pics at the time of posting, but not always the latest builds.

I won't bother giving much info about the pics, they are just random screenshots I take while working on stuff (that I think are perrty). I can provide more info if anyone asks though.

 

 

On an unrelated note, we could always use help with the mod. PM Stoiss or Me if you are interested. You can also contact us on discord #warzone channel.

 

 

Procedural geometry and large map support pics.

 

 

WYf7pGN.jpg

T1MDWKn.jpg

ImoN058.jpg

swWRHSf.jpg

fLwPeqx.jpg

os9JbWO.jpg

XG6Oy2E.jpg

2fFj3tJ.jpg

lfBsRRy.jpg

aZ2bcGX.jpg

nG43puq.jpg

z7Ukgox.jpg

MjEtyGs.jpg

F46hHy2.jpg

1u0HxUB.jpg

QVRr26G.jpg

pgZigKE.jpg

 

Am I...Looking at a Jedi Academy map!? *Sees Boba Fett and a Youngling model* Oh....WOW!

Smoo likes this
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Can you elaborate on large map support?

WzMap increases nearly all the BSP limits by a lot. So map size is really only limited by RAM on the compiling machine, some max map size limits in the game code, and a few int's changed to uint32's also in the game code (index counts of verts arrays, etc - uint32's remain backwards compatible with JKA bsp, i didn't want to change the bsp data format itself).

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But how does WZ handle larger, outdoor maps performance-wise?

 

That is hard to answer, it all depends on hardware. Warzone is targeted at modern hardware. In general though the forest maps are faster then newer JKA maps because most of the map is merged into single draw calls, unlike JKA maps where the shaders are so varied and a lot have many stages causing multiple draws of the same surfaces. Wz also has a few tweaks like adding <originalTextureName>_g.jpg to add glows while drawing the original surface, skipping a bunch of tiny draw calls completely.

 

For me the scarif map runs at 130 - 200ish fps, but I have a GTX 1070. Wz will max out your graphics card because of the tweaks done to CPU usage throughout the game (and because it does as much as possible on the GPU, skipping rend2 everywhere it possibly can), so performance of your video card matters much more than your CPU.

 

People with 2gb vram era graphics cards might struggle, but anything newer should run ok, although everything has cvars to adjust or turn off.

 

Here's a few of the optimization cvars for older hardware:

* shadows are costly [r_sunlightmode 1 will turn them off, or r_shadowblur 0 will speed them up, r_shadowBlurWidth and r_shadowBlurStep can also be used to keep the blur but adjust for speed/quality] - note that shadows draw the scene up to 4 times per frame regardless of blur settings

* volumetric light can be costly [r_bloom 1 to turn off volumetrics and use standard bloom, or 0 to just use normal dglows]. The sun will always, however, be a volumetric light (for now).

* theres also a generic performance cvar, [r_lowvram 1 will adjust stuff to fit into 2gb vram, and r_lowvram 2 will try to adjust everything to try to fit into 1gb vram], but I have not tested these on old cards to be able to give any actual performance measurements. These cvars scale down textures and frame buffer sizes (of effects like vlight, etc) to save vram and reduce the number of pixels effects are done against.

 

These are a few I can think of off the top of my head, but everything has cvars, so i'm pretty sure it would be possible to make nearly any computer playable.

 

On a related note, last night I was working on a new experimental occlusion culling method that simply scans forward using simple quad draws at various ranges from the viewer to find the furthest visible pixel distance, which will allow rend2 to skip a crapload of map geometry completely during render and make the q3 vis system basicly obsolete. It is currently working, pretty good for indoor maps, but on outdoor maps still needs some tweaking (being able to skip sky pixels, etc, I need to work out how to modify the depth buffer to move sky pixel depths to the camera position before doing the scans). I'm sort of amazed that no-one has thought of this before.

Stoiss, Smoo and Archangel35757 like this
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  • 4 weeks later...

The new roads/paths system, changes to the GLSL grass system, and the new night time moon system.


The grass and roads systems.


* With the grass system changes, in the mapInfo ini file, grassImage0 -> grassImage2 are used most of the time. grassImage3 -> grassImage9 are used in patches based on the grass map image (usually the default grass map will suit any map, but you could use your own). If any are not specified, grassImage0 is reused for the other options by default.


Black on the generated road map means bad slope or object for a road.

Blue shows water.

Green shows height of that position.

 

Here's an example mapInfo ini section for grass system:

[GRASS]
GRASS_ENABLED=1
GRASS_DENSITY=2
GRASS_HEIGHT=56.0
GRASS_DISTANCE=3072
GRASS_DISTANCE_FROM_ROADS=0.25
grassImage0=models/warzone/foliage/newgrass2
grassImage1=models/warzone/foliage/newgrass3
grassImage2=models/warzone/foliage/newgrass4
grassImage3=models/warzone/foliage/plant87
grassImage4=models/warzone/foliage/plant89
grassImage5=models/warzone/foliage/plant21
grassImage6=models/warzone/foliage/plant13
grassImage7=models/warzone/foliage/plant09
grassImage8=models/warzone/foliage/plant13
grassImage9=models/warzone/foliage/plant01
seaGrassImage=models/warzone/foliage/seagrass

* With the new road/path system, all the mapper has to do is run an in game command (/genroadmap) to generate the map, and draw red lines on it for roads. Grasses, etc will not be drawn on roads.



... And example road map:


kFBr2yH.png



... and some screenshots:


qipnqX0.jpg

ucYhDm7.jpg

53nR9st.jpg

nLKewy4.jpg

XKnF5mY.jpg

ERo9L6K.jpg

GGVH61Z.jpg

Y52aryG.jpg



The moon/planet system.


* With the new procedural moon/planet system, the moon rotates based on the setting in the mapInfo file. You can also specify everything needed to change the looks of the moon.

Here is an example mapInfo ini section:

[MOON]
// moonImage changes the basic look/surface-pattern of the moon. It is not a diffuse image.
moonImage=gfx/random
MOON_COLOR_R=0.2
MOON_COLOR_G=0.2
MOON_COLOR_B=0.2
MOON_ATMOSPHERE_COLOR_R=1.0
MOON_ATMOSPHERE_COLOR_G=1.0
MOON_ATMOSPHERE_COLOR_B=1.0
MOON_GLOW_STRENGTH=0.5
MOON_ROTATION_RATE=0.08

... and some (really basic - I just adjusted the base colors) screenshots:


4UVQ7Ga.jpg

GGuPWJw.jpg

mmb7wlu.jpg




And here's a full example mapInfo file for this test map, showing nearly all the current options a mapper can specify (note you can reload mapinfo in game in realtime to change settings using /reloadmapinfo):

//
// note: I am in the process of moving most cvars to mapInfo settings so they can be specified per map to let mappers customize how everything looks to suit their map.
//
[PALETTE]
// note: LATE_LIGHTING_ENABLED - 0 is normal. 1 is late in post process. 2 is right at the end. Can cause very different map looks.
LATE_LIGHTING_ENABLED=0
MAP_AMBIENT_COLOR_R=1.0
MAP_AMBIENT_COLOR_G=1.0
MAP_AMBIENT_COLOR_B=1.0
MAP_AMBIENT_CONTRAST=0.96
MAP_AMBIENT_SATURATION=1.0
MAP_AMBIENT_BRIGHTNESS=1.15
// MAP_GLOW_MULTIPLIER can be used to adjust the strength/power of glows per map on all related post processes.
MAP_GLOW_MULTIPLIER=1.0
[EMISSION]
// note: these specify basic values for how much lighting the surrounding objects get from 'glow' shader surfaces. All map 'glow' shaders in warzone are real lights.
MAP_EMISSIVE_RADIUS_SCALE=3.0
MAP_EMISSIVE_COLOR_SCALE=1.5
[SUN]
// note: settings for the procedural sun system, the light systems, and day/night cycle systems.
DAY_NIGHT_CYCLE_ENABLED=1
DAY_NIGHT_CYCLE_SPEED=0.02
SUN_PHONG_SCALE=1.0
SUN_COLOR_MAIN_R=1.0
SUN_COLOR_MAIN_G=0.8
SUN_COLOR_MAIN_B=0.4
SUN_COLOR_SECONDARY_R=0.5
SUN_COLOR_SECONDARY_G=0.4
SUN_COLOR_SECONDARY_B=0.2
SUN_COLOR_TERTIARY_R=0.3
SUN_COLOR_TERTIARY_G=0.25
SUN_COLOR_TERTIARY_B=0.1
SUN_COLOR_AMBIENT_R=0.1
SUN_COLOR_AMBIENT_G=0.08
SUN_COLOR_AMBIENT_B=0.04
[MOON]
// note: moonImage is a seed image, a pattern, not an actual diffuse image.
moonImage=gfx/random
MOON_COLOR_R=0.2
MOON_COLOR_G=0.2
MOON_COLOR_B=0.2
MOON_ATMOSPHERE_COLOR_R=1.0
MOON_ATMOSPHERE_COLOR_G=1.0
MOON_ATMOSPHERE_COLOR_B=1.0
MOON_GLOW_STRENGTH=0.5
MOON_ROTATION_RATE=0.08
[FOG]
// note: fog systems. warzone distance fog and volumetric fogs.
DISABLE_FOG=0
FOG_STANDARD_ENABLE=1
FOG_DENSITY=0.25
FOG_RANGE_MULTIPLIER=1.0
FOG_ACCUMULATION_MODIFIER=3.0
FOG_COLOR_R=0.5
FOG_COLOR_G=0.5
FOG_COLOR_B=0.5
FOG_COLOR_SUN_R=1.0
FOG_COLOR_SUN_G=1.0
FOG_COLOR_SUN_B=1.0
FOG_VOLUMETRIC_ENABLE=0
FOG_VOLUMETRIC_DENSITY=0.55
FOG_VOLUMETRIC_STRENGTH=0.135
FOG_VOLUMETRIC_VELOCITY=0.01
FOG_VOLUMETRIC_CLOUDINESS=10.0
FOG_VOLUMETRIC_WIND=0.001
FOG_VOLUMETRIC_COLOR_R=1.0
FOG_VOLUMETRIC_COLOR_G=1.0
FOG_VOLUMETRIC_COLOR_B=1.0
[WATER]
// note: settings for the warzone water shader systems.
WATER_ENABLED=1
WATER_COLOR_SHALLOW_R=0.0078
WATER_COLOR_SHALLOW_G=0.5176
WATER_COLOR_SHALLOW_B=0.5
WATER_COLOR_DEEP_R=0.0059
WATER_COLOR_DEEP_G=0.0476
WATER_COLOR_DEEP_B=0.038
[SHADOWS]
// note: settings for the sun shadow system.
SHADOWS_ENABLED=1
SHADOW_MINBRIGHT=0.65
SHADOW_MAXBRIGHT=1.0
[AMBIENT_OCCLUSION]
// note: settings for the ambient occlusion system.
AO_ENABLED=1
AO_MINBRIGHT=0.5
AO_MULTBRIGHT=0.5
[FOLIAGE]
// note: this is the cgame foliage system, not the same as the renderer grass system.
//FOLIAGE_SET=forest2
//FOLIAGE_SET=fieldgrass
//FOLIAGE_SET=fieldgrassshrubs
//FOLIAGE_SET=mushroomforest
[CLIMATE]
// note: used by the cgame foliage system, also used to specify extra surfaces for the renderer grass system, if the mapper needs more then just grasses on MATERIAL_SHORTGRASS and MATERIAL_LONGGRASS.
CLIMATE_TYPE=springpineforest
[GRASS]
// note: this is the renderer grass system.
GRASS_ENABLED=1
GRASS_DENSITY=2
GRASS_HEIGHT=56.0
GRASS_DISTANCE=3072
//GRASS_DISTANCE=2048
GRASS_DISTANCE_FROM_ROADS=0.25
grassImage0=models/warzone/foliage/newgrass2
grassImage1=models/warzone/foliage/newgrass3
grassImage2=models/warzone/foliage/newgrass4
grassImage3=models/warzone/foliage/plant87
grassImage4=models/warzone/foliage/plant89
grassImage5=models/warzone/foliage/plant21
grassImage6=models/warzone/foliage/plant13
grassImage7=models/warzone/foliage/plant09
grassImage8=models/warzone/foliage/plant13
grassImage9=models/warzone/foliage/plant01
seaGrassImage=models/warzone/foliage/seagrass
[PEBBLES]
// note: I'm probably going to remove this. It was a test system.
PEBBLES_ENABLED=0
PEBBLES_DENSITY=1
PEBBLES_DISTANCE=2048
pebblesImage0=models/warzone/pebbles/mainpebbles0
pebblesImage1=models/warzone/pebbles/mainpebbles1
pebblesImage2=models/warzone/pebbles/mainpebbles2
therfiles, Stoiss, Lancelot and 5 others like this
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  • 3 weeks later...
  • 3 months later...

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