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Posts posted by UniqueOne
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Since people have been asking, here's a very, very, short description of what we are aiming to do.
- The idea behind the game is to have multiple worlds (maps), linked together using a master server to send players between planets and to store inventory, etc.- Each world will have a town. Here players will socialize, and/or join duel queues in the arena. Instead of hundreds of empty servers, warzone servers should be always active - at least the hubs.- The combat will be almost standard Jedi Academy (with some tweaks and additions, but not moving too far away from the original fighting systems). If it ain't broke, don't fix it.- Many of the worlds will be conquerable by clans in an Eve Online style sandbox way. Enemy clans can then invade the planet, using a long (probably a day or so) timer to give time for both sides to prepare before the battle.- Clans who own planets control the resources of that world (natural resources, npc loots, etc). They can either sell them, or horde them.- Have a moldular weapon system. Each weapon can be modified and added to, Fallout 4 style, for an almost unlimited number of weapon options.- Make it dead easy to add new content, for new and old modders, and hopefully let people mix and match community modifications to their liking (skyrim style).When I get time, I will add more details and a better description here, but those are the basic plan. -
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Smoo likes this -
In warzone I just type /awp and it waypoints the map for me. An older version is also available in JKG, but neither use wnt files, too limited.
Smoo likes this -
In Warzone I did it like this. This shows the original map's image for a moment, if there is one, then switches between random images each 10 seconds during loading. This is for MP, but it should work in SP too I think.
RecklessJames and GPChannel like this -
How did you manage to not need lightmaps or vis?
Emissive light sources from any glow textures, sky cubemap to add some sky color, settings in mapname.mapinfo ini file to adjust map coloring, etc to replace most of what lightmaps normally do, and occlusion culling instead of vis. Wz still supports both lightmaps and vis, but we don't use them.
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Oh yeah right there's no way I could make something of that quality!
The thing about Warzone is it does nearly all of it for you. You just make your map, then if you need to change some values in a notepad file to adjust color, lighting, etc. We don't even need lightmaps or vis.
As for the water, its done automatically on anything you set as "q3map_material Water" in your shader.
As for trees, we made a tool to add them to your map automatically.
As for AI, you just run an ingame command to waypoint your map.
As for foliage, theres automatic grass on any surface with the shader set to "q3map_material shortgrass" or "q3map_material longgrass". There's also a second ingame command /genfoliage to add the plants you see on that particular map.
.. it's all automatic.
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Here's a short video of recent water system updates.
http://www.youtube.com/watch?v=qR97LCSsnF4 -
I will keep this short...
WARZONE NEEDS YOU!
We could use modellers, mappers, texture artists, UI artists, coders (specially if you know OpenGL, other graphics programming, or UI coding), sound artists, people that can make a good cup of coffee or tea, everything and anything you think you can do that is useful to the creation of a game.
I've been doing pretty much everything myself for 4 years now and could really use some people specialized more then I am. I really don't have the time to do everything myself.
Send a PM to @Stoiss or @UniqueOne if you are interested and think you can help in some/any way at all. Probably sending to Stoiss is preferred as he checks JKHUB more often then I do (i'm always coding).
You don't need to be an expert, many hands make light work.
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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:
... and some screenshots:
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:
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
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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.
Smoo, Archangel35757 and Stoiss like this -
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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The only answer should have been: Text Editor and a compiler.
Nevertheless, great work.
That *is* how the rest of it was done. (literally)
Notepad > Radiant for usability.
Smoo likes this -
I use this program because its fairly easy and i'm no mapper. http://nemesis.thewavelength.net/index.php?p=8
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Initial implementation of night sky, and day to night transitioning.
Still some minor bugs, but it's functioning
Mand'alor, GamerRedNeck, Archangel35757 and 7 others like this -
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.
dg1995, TheWhitePhoenix, Wasa and 9 others like this -
will there be a singleplayer version? This looks epic! I hope that some tutorials come out when this does so that it is easily accessible.
no we wont support single player, this is multiplayer only
Hmm not quite true. The idea is we will spawn semi-random events and quests all over the map, so you would not be running single player binaries, but it will be almost completely (other then possibly the hardest events) playable as a single player game if you want to. Think MMO style questing with randomized quests - you can do them solo, or join with others, its up to you.
Archangel35757, Smoo, Jeff and 1 other like this -
OMG I could take Arrevanous to a whole new level... O_O
Oh wow. Just looked at that map very similar to the look we are aiming for with worlds. You definately could could use wzmap to enhance it a lot - we even have some nice pine tree assets to use.
I believe it is possible to export parts of a map from radiant to model files? Some of the components of that map would be very handy for procedural geometry system (mushrooms, ruins, etc) if they can be exported. in fact, instead of improving the current map, you might be better off exporting these components, and making a giant map with wzmap using some of the original assets and some of ours. FYI: The pic above is just a basic large terrain with everything else added being procedural by wzmap, you can literally make multiple maps in an hour if you just want basic wilderness.
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So wait all the maps we've built can be ported over to this? O_O What about the saber combat? Do you have any plans to move implement this as well? I mean now that I see wtf this can do, dude hell yes I'll help with some maps O_O!
I think what I and some others are wondering is, wtf is this? A JKA Mod? A different game/engine all together?
Yeah, nearly all basejka content will work in warzone as I added some basic conversion systems. They are not perfect, but they do the job.
Warzone is a mod and a modified engine as well, we have also modified the saber system a little, and added a bunch of new weapons (currently mostly a WIP). We are trying to make JKA somewhat 2017
Where warzone will differ from JKA mostly is we are moving away from small maps, and trying to create worlds, where we can have a mini-mmo/skyrim/etc type open world game (side note: we already have the ability to spawn thousands of NPCs onto a map without lag). But at the moment most of the focus of the project is on the basics like allowing for the big maps, and making the renderer look good.
The WzMap compiler that you used is based around allowing these large worlds, and more importantly to us, to procedurally add geometry to maps (trees, cliffs, platforms, random misc models, towns, etc) without having to manually place everything. It allows us to generate a lot of maps fairly quickly (or to enhance maps with trees, etc).
AngelModder and Archangel35757 like this
Random development screenshots.
in Star Wars: Warzone
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Some recent changes to the GPU grass system.