Jump to content

UniqueOne

Members
  • Posts

    243
  • Joined

  • Last visited

Posts posted by UniqueOne

  1. Gf is passed out next to me in the recliner and we don't have a head set atm. XD Other wise I'd be on there atm. It's all going great until any of the maps hit fixbrushfaces then a windows "window" pops up Meh fuck it... here is what is shows  SCREENSHOT Ftw?

     

    Hmm thats definately an app crash. I might need to debug it to work out what's happening. Any chance you could send me the .map file?

     

    You don't need sound to use discord, I just use text chat. If you want to join, just mute your sound.

  2. So a small update on this situation. I managed to use Normans Q3map2GUI and your WZmap.exe together to compile and get past the missing shaders and textures etc however WzMap.exe crashes when it gets to fix brush faces stage no matter which map I compile. Bassically I'm sure this works swimmingly, just need some help trouble shooting it a bit.

     

    Does is give any error in the window, or does the program crash completely?

     

    I will be in #warzone on discord for a while if you want to chat there. It would make things faster to get it fixed :)

  3. Guess while i'm here, I should post another <mapname>.climate file showing some of the newer options of wzmap.

     

    WzMap can now procedurally add ledges and city objects (objects near a specified point) to a map. The ini should be pretty self explanitory.

    [GENERAL]
    // Force WzMap to generate all models as meta surfaces... Much slower compiled, but better?
    forcedModelMeta=0
    
    caulkifyCrap=1
    
    [GRASS]
    grassImage0=models/warzone/foliage/maingrass2
    grassImage1=models/warzone/foliage/maingrass3
    grassImage2=models/warzone/foliage/maingrass4
    seaGrassImage=models/warzone/foliage/seagrass
    
    [CLIFFS]
    // Use the system that applies procedural cliff geometry to the map...
    addCliffFaces=1
    
    // Use the low poly cliff models only...
    cheapCliffs=0
    
    // Scale cliff sizes by this value...
    cliffFacesScale=1.0
    
    // Only scale the cliff's X and Y axis (horizontal)...
    cliffScaleOnlyXY=0
    
    // Cliff face addition cull distance modifier (multiplier of distance from another to not add a new cliff)...
    cliffFacesCullScale=0.0
    
    // Replace texture of the cliff faces with this one... Can use splat maps with warzone...
    cliffShader=textures/scarif/cliff
    
    [LEDGES]
    // Use the system that applies procedural ledge geometry to the map...
    addLedgeFaces=1
    
    // Scale ledge sizes by this value...
    ledgeFacesScale=1.4
    
    // Ledge addition cull distance modifier (multiplier of distance from another to not add a new ledge)...
    ledgeFacesCullScale=3.0
    
    // Minimum and maximum terrain angles that are ok to add ledges for...
    ledgeMinSlope=12.0
    ledgeMaxSlope=43.0
    
    // Replace texture of the ledge faces with this one (generally should match your basic ground shader)... Can use splat maps with warzone...
    ledgeShader=textures/scarif/sand
    
    [CITY]
    // Coordinates of the center of the city...
    //cityLocationX=-12657
    //cityLocationY=-12751
    //cityLocationZ=1781
    
    // Radius around the center to add buildings...
    //cityRadius=8192.0
    
    // Coordinates of the center of the second city...
    //city2LocationX=-25128
    //city2LocationY=25630
    //city2LocationZ=2599
    
    // Radius around the third city center to add buildings...
    //city2Radius=2048.0
    
    // Coordinates of the center of the second city...
    //city3LocationX=11072
    //city3LocationY=25210
    //city3LocationZ=2384
    
    // Radius around the third city center to add buildings...
    //city3Radius=1300.0
    
    // Over-all building scale multiplier...
    cityScaleMultiplier=1.0
    
    // Cliff face cull radius (don't add object within this radius of a cliff)...
    cliffFacesCullScale=0.75
    
    // Per-building model filenames...
    //cityModel0=models/warzone/tatooine/cantina.md3
    //cityModel1=models/map_objects/desert/landing_light.md3
    //cityModel2=models/map_objects/desert/landing_light.md3
    //cityModel3=models/map_objects/desert/landing_light.md3
    //cityModel4=models/map_objects/desert/landing_light.md3
    //cityModel5=models/map_objects/desert/landing_light.md3
    //cityModel6=models/map_objects/desert/landing_light.md3
    //cityModel7=models/map_objects/desert/landing_light.md3
    //cityModel8=models/map_objects/desert/landing_light.md3
    //cityModel9=models/map_objects/desert/landing_light.md3
    //cityModel10=models/map_objects/desert/landing_light.md3
    //cityModel11=models/map_objects/desert/landing_light.md3
    //cityModel12=models/map_objects/desert/landing_light.md3
    //cityModel13=models/warzone/tatooine/tatooinebuilding01.md3
    //cityModel14=models/warzone/tatooine/tatooinebuilding02.md3
    //cityModel15=models/warzone/tatooine/tatooinebuilding03.md3
    //cityModel16=models/warzone/tatooine/tatooinebuilding04.md3
    //cityModel17=models/warzone/tatooine/tatooinebuilding05.md3
    //cityModel18=models/warzone/tatooine/tatooinebuilding06.md3
    //cityModel19=models/map_objects/desert/landing_light.md3
    
    // Per-building model scales...
    cityScale0=0.5
    cityScale1=0.333
    cityScale2=0.333
    cityScale3=0.333
    cityScale4=0.333
    cityScale5=0.333
    cityScale6=0.333
    cityScale7=0.333
    cityScale8=0.333
    cityScale9=0.333
    cityScale10=0.333
    cityScale11=0.333
    cityScale12=0.333
    cityScale13=1.0
    cityScale14=3.0
    cityScale15=1.0
    cityScale16=1.0
    cityScale17=1.0
    cityScale18=1.25
    cityScale19=0.333
    
    // Per-building vertical offsets...
    //cityZoffset0=5.25
    cityZoffset0=8.5
    cityZoffset1=8.0
    cityZoffset2=8.0
    cityZoffset3=8.0
    cityZoffset4=8.0
    cityZoffset5=8.0
    cityZoffset6=8.0
    cityZoffset7=8.0
    cityZoffset8=8.0
    cityZoffset9=8.0
    cityZoffset10=8.0
    cityZoffset11=8.0
    cityZoffset12=8.0
    cityZoffset13=-36.0
    cityZoffset14=-96.0
    cityZoffset15=-36.0
    cityZoffset16=-36.0
    cityZoffset17=-36.0
    cityZoffset18=-48.0
    cityZoffset19=8.0
    
    // Only allow this type on slopes less steep then this...
    cityForcedMaxAngle0=0.1
    cityForcedMaxAngle1=16.0
    cityForcedMaxAngle2=16.0
    cityForcedMaxAngle3=16.0
    cityForcedMaxAngle4=16.0
    cityForcedMaxAngle5=16.0
    cityForcedMaxAngle6=16.0
    cityForcedMaxAngle7=16.0
    cityForcedMaxAngle8=16.0
    cityForcedMaxAngle9=16.0
    cityForcedMaxAngle10=16.0
    cityForcedMaxAngle11=16.0
    cityForcedMaxAngle12=16.0
    cityForcedMaxAngle13=1.0
    cityForcedMaxAngle14=6.0
    cityForcedMaxAngle15=1.0
    cityForcedMaxAngle16=1.0
    cityForcedMaxAngle17=1.0
    cityForcedMaxAngle18=1.25
    cityForcedMaxAngle19=16.0
    
    // Always force a buffer of this radius around the object...
    cityForcedBufferDistance0=768.0
    cityForcedBufferDistance1=256.0
    cityForcedBufferDistance2=256.0
    cityForcedBufferDistance3=256.0
    cityForcedBufferDistance4=256.0
    cityForcedBufferDistance5=256.0
    cityForcedBufferDistance6=256.0
    cityForcedBufferDistance7=256.0
    cityForcedBufferDistance8=256.0
    cityForcedBufferDistance9=256.0
    cityForcedBufferDistance10=256.0
    cityForcedBufferDistance11=256.0
    cityForcedBufferDistance12=256.0
    cityForcedBufferDistance13=1024.0
    cityForcedBufferDistance14=1500.0
    cityForcedBufferDistance15=1024.0
    cityForcedBufferDistance16=1500.0
    cityForcedBufferDistance17=1500.0
    cityForcedBufferDistance18=1024.0
    cityForcedBufferDistance19=64.0
    
    // Never place another of the same object within this radius...
    cityForcedDistanceFromSame0=0
    cityForcedDistanceFromSame1=256.0
    cityForcedDistanceFromSame2=256.0
    cityForcedDistanceFromSame3=256.0
    cityForcedDistanceFromSame4=256.0
    cityForcedDistanceFromSame5=256.0
    cityForcedDistanceFromSame6=256.0
    cityForcedDistanceFromSame7=256.0
    cityForcedDistanceFromSame8=256.0
    cityForcedDistanceFromSame9=256.0
    cityForcedDistanceFromSame10=256.0
    cityForcedDistanceFromSame11=256.0
    cityForcedDistanceFromSame12=256.0
    cityForcedDistanceFromSame13=0
    cityForcedDistanceFromSame14=1500.0
    cityForcedDistanceFromSame15=0
    cityForcedDistanceFromSame16=0
    cityForcedDistanceFromSame17=0
    cityForcedDistanceFromSame18=1200.0
    cityForcedDistanceFromSame19=1400.0
    
    // Force full solidity on this object (1 still culls tiny surfaces. 2 disabled all culling)... 
    cityForcedFullSolid0=1
    cityForcedFullSolid1=2
    cityForcedFullSolid2=2
    cityForcedFullSolid3=2
    cityForcedFullSolid4=2
    cityForcedFullSolid5=2
    cityForcedFullSolid6=2
    cityForcedFullSolid7=2
    cityForcedFullSolid8=2
    cityForcedFullSolid9=2
    cityForcedFullSolid10=2
    cityForcedFullSolid11=2
    cityForcedFullSolid12=2
    cityForcedFullSolid13=1
    cityForcedFullSolid14=1
    cityForcedFullSolid15=1
    cityForcedFullSolid16=1
    cityForcedFullSolid17=1
    cityForcedFullSolid18=1
    cityForcedFullSolid19=1
    
    overrideShader0=
    overrideShader1=
    overrideShader2=
    overrideShader3=
    overrideShader4=
    overrideShader5=
    overrideShader6=
    overrideShader7=
    overrideShader8=
    overrideShader9=
    overrideShader10=
    overrideShader11=
    overrideShader12=
    overrideShader13=
    overrideShader14=
    overrideShader15=
    overrideShader16=
    overrideShader17=
    overrideShader18=
    overrideShader19=
    
    cityCentralOneOnly0=1
    cityCentralOneOnly1=1
    cityCentralOneOnly2=1
    cityCentralOneOnly3=1
    cityCentralOneOnly4=1
    cityCentralOneOnly5=1
    cityCentralOneOnly6=1
    cityCentralOneOnly7=1
    cityCentralOneOnly8=1
    cityCentralOneOnly9=1
    cityCentralOneOnly10=1
    cityCentralOneOnly11=1
    cityCentralOneOnly12=1
    cityCentralOneOnly13=0
    cityCentralOneOnly14=0
    cityCentralOneOnly15=0
    cityCentralOneOnly16=0
    cityCentralOneOnly17=0
    cityCentralOneOnly18=0
    cityCentralOneOnly19=0
    
    [TREES]
    // Over-all tree scale multiplier...
    treeScaleMultiplier=1.0
    
    // What percentage of the trees should we actually use? (Uses randomness to select - Handy to create groups of trees)
    treeAssignPercent=35
    
    // Cliff face cull radius (don't add object within this radius of a cliff)...
    cliffFacesCullScale=0.75
    
    // Per-tree model filenames...
    treeModel0=models/warzone/trees/scarifpalmsmall01.md3
    treeModel1=models/warzone/trees/scarifpalmsmall02.md3
    treeModel2=models/warzone/trees/scarifpalmsmall01.md3
    treeModel3=models/warzone/trees/scarifpalmsmall02.md3
    treeModel4=models/warzone/trees/scarifpalm01.md3
    treeModel5=models/warzone/trees/scarifpalm02.md3
    treeModel6=models/warzone/trees/scarifpalm03.md3
    treeModel7=models/warzone/trees/scarifpalm04.md3
    treeModel8=models/warzone/trees/scarifpalm01.md3
    treeModel9=models/warzone/trees/scarifpalm02.md3
    treeModel10=models/warzone/trees/scarifpalm03.md3
    treeModel11=models/warzone/trees/scarifpalm04.md3
    treeModel12=models/warzone/trees/scarifpalm01.md3
    treeModel13=models/warzone/trees/scarifpalm02.md3
    treeModel14=models/warzone/trees/scarifpalm03.md3
    treeModel15=models/warzone/trees/scarifpalm04.md3
    
    // Per-tree vertical offsets...
    treeZoffset0=-32.0
    treeZoffset1=-32.0
    treeZoffset2=-32.0
    treeZoffset3=-32.0
    treeZoffset4=-32.0
    treeZoffset5=-32.0
    treeZoffset6=-32.0
    treeZoffset7=-32.0
    treeZoffset8=-48.0
    treeZoffset9=-48.0
    treeZoffset10=-48.0
    treeZoffset11=-48.0
    treeZoffset12=-64.0
    treeZoffset13=-64.0
    treeZoffset14=-64.0
    treeZoffset15=-64.0
    
    // Per-tree model scales...
    treeScale0=2.0
    treeScale1=2.0
    treeScale2=2.0
    treeScale3=2.0
    treeScale4=1.0
    treeScale5=1.0
    treeScale6=1.0
    treeScale7=1.0
    treeScale8=2.0
    treeScale9=2.0
    treeScale10=2.0
    treeScale11=2.0
    treeScale12=4.0
    treeScale13=4.0
    treeScale14=4.0
    treeScale15=4.0
    
    // Only allow this type on slopes less steep then this...
    treeForcedMaxAngle0=0.0
    treeForcedMaxAngle1=0.0
    treeForcedMaxAngle2=0.0
    treeForcedMaxAngle3=0.0
    treeForcedMaxAngle4=0.0
    treeForcedMaxAngle5=0.0
    treeForcedMaxAngle6=0.0
    treeForcedMaxAngle7=0.0
    treeForcedMaxAngle8=0.0
    treeForcedMaxAngle9=0.0
    treeForcedMaxAngle10=0.0
    treeForcedMaxAngle11=0.0
    treeForcedMaxAngle12=0.0
    treeForcedMaxAngle13=0.0
    treeForcedMaxAngle14=0.0
    treeForcedMaxAngle15=0.0
    
    // Always force a buffer of this radius around the object...
    treeForcedBufferDistance0=64.0
    treeForcedBufferDistance1=64.0
    treeForcedBufferDistance2=64.0
    treeForcedBufferDistance3=64.0
    treeForcedBufferDistance4=64.0
    treeForcedBufferDistance5=64.0
    treeForcedBufferDistance6=64.0
    treeForcedBufferDistance7=64.0
    treeForcedBufferDistance8=64.0
    treeForcedBufferDistance9=64.0
    treeForcedBufferDistance10=64.0
    treeForcedBufferDistance11=64.0
    treeForcedBufferDistance12=64.0
    treeForcedBufferDistance13=64.0
    treeForcedBufferDistance14=64.0
    treeForcedBufferDistance15=64.0
    
    // Never place another of the same object within this radius...
    treeForcedDistanceFromSame0=0.0
    treeForcedDistanceFromSame1=0.0
    treeForcedDistanceFromSame2=0.0
    treeForcedDistanceFromSame3=0.0
    treeForcedDistanceFromSame4=4096.0
    treeForcedDistanceFromSame5=4096.0
    treeForcedDistanceFromSame6=4096.0
    treeForcedDistanceFromSame7=4096.0
    treeForcedDistanceFromSame8=4096.0
    treeForcedDistanceFromSame9=4096.0
    treeForcedDistanceFromSame10=4096.0
    treeForcedDistanceFromSame11=4096.0
    treeForcedDistanceFromSame12=8192.0
    treeForcedDistanceFromSame13=8192.0
    treeForcedDistanceFromSame14=8192.0
    treeForcedDistanceFromSame15=8192.0
    
    // Force full solidity on this object (still culls tiny surfaces)...
    treeForcedFullSolid0=0
    treeForcedFullSolid1=0
    treeForcedFullSolid2=0
    treeForcedFullSolid3=0
    treeForcedFullSolid4=0
    treeForcedFullSolid5=0
    treeForcedFullSolid6=0
    treeForcedFullSolid7=0
    treeForcedFullSolid8=0
    treeForcedFullSolid9=0
    treeForcedFullSolid10=0
    treeForcedFullSolid11=0
    treeForcedFullSolid12=0
    treeForcedFullSolid13=0
    treeForcedFullSolid14=0
    treeForcedFullSolid15=0
    
    overrideShader0=
    overrideShader1=
    overrideShader2=
    overrideShader3=
    overrideShader4=
    overrideShader5=
    overrideShader6=
    overrideShader7=
    overrideShader8=
    overrideShader9=
    overrideShader10=
    overrideShader11=
    overrideShader12=
    overrideShader13=
    overrideShader14=
    overrideShader15=
    
    
    Smoo and AngelModder like this
  4. So has any one figured out how to use it and it not just instantly crash?

     

    The versions posted on here are fairly old and may have been compiled with intel c++, so that may be the reason you crashed (if you have an amd cpu).

     

    The latest version (no longer using intel c++) is available on our assets repo, in this folder (the only file you should actually need if you downloaded the older version is WzMap.exe): https://github.com/Stoiss/WZassets/tree/master/WARZONE_TEST_BUILD/WzMap

    AngelModder likes this
  5. A couple of weeks ago I added a cartoon mode cvar for the fun of it. I guess I should post a few screenshots.
     
    The mode is enabled using r_cartoon
    1 - basic cartoon mode with no black lines on edges.
    2 - above plus black edge lines.
    3 - above plus paint effect (not worth the FPS in my opinion).

     

    (I won't bother with screenshots of r_cartoon 3 because I didn't take any screenshots and I doubt anyone will use it anyway)

     

     

    It requires nothing other then to enable the cvar.


     


    r_cartoon 1


    1IeJ3ml.jpg
     

     


    r_cartoon 2


    2wP9c9p.jpg
    j7YRqUR.jpg
    Bxrvzdo.jpg

    Lancelot, Jeff, Boothand and 10 others like this
  6. You can derive surface positions from the depth map. Water drops aren't going to be (and don't need to be) pixel perfect. You can randomly place them and they will look completely natural.

     

    I guess, as long as you use very small splashes or make them fully procedural and 3D. You don't want a 2D splash hitting the top of a signpost and creating a big flat splash, it would look unnatural.

     

    One advantage of traces is you can skip past small objects easily. Anyway I just thought I would point out that I already made a system for mapping surfaces of the map to images for whatever needs (which I currently am not using for anything myself).

     

    How is the FPS of the rain when you add alpha channel textures for them?

     

    Also, I wonder if (instead of static shaders or glsl procedural effects) the raindrops and splashes would be best done by pre-recording efx system scripts at map start (into animated image maps), which may not look as good, but would probably be good for JKA modders and make the whole system very easy to customize. I guess another option is to allow loading custom glsl files for the system, which is a better option, but requires modders to learn new stuff. The only other option is preset weather systems, which is pretty limiting.

  7. I was planning to use the same principle as a shadow map. At the start of the map I'll render a birds eye view of the entire map depth into a texture (or multiple). Then each rain drop can check against this depth map to see if it should be drawn or not.

     

    Can also use this to randomly place rain drop effects.

     

    I foresee issues with using depth maps, you might be better off using a modified version of this code i made to generate heightmaps for wz.

     

    https://github.com/Stoiss/Rend2/blob/rend2/codemp/rd-warzone/tr_mapping.cpp#L747

     

    Then you can use material types to work out stuff like water hits, etc, and it makes it a bit easier to skip translucent objects and stuff. You simply have more info to make use of via traces.

     

    That would give you a map of surface positions for each map point using a single image (the other 3 colors in the texture could be used for material and 2 other useful position infos). A heightmap can be useful for other stuff too. You are also however going to need a positionmap for the screen, but thats a good thing, its a start to moving rend2 to deferred to get that FPS up on detailed maps.

  8. @@UniqueOne - wow... I thought I wrote long posts. I can't answer everything you asked... but yes, we are talking about a supplemental file format called *.GTB (Ghoul2 Tangents Binormals) that the renderer would read.

     

    It seems to me that if 3d soft can generate tangents, then why can't you do the same in the renderer code (surely there is an opensource engine that has code already to do this), just make the current method better? Then the new system could be used for all game objects, so that they all match. If tangents on walls look different to tangents on md3's which look different to tangents on glm's, what is gained? I think you guys need to look at the bigger picture and create 1 good system for everything.

  9. that would be cool too. But I was referring to an EFX or something to make the droplet impact effect.

     

    Warzone weather system uses efx files. It's not a glsl system though, it creates the weather in cgame, but its very customizable. I decided that trying to do it with glsl just wasnt worth the effort of working out indoor/outdoor, it was simple in cgame. It could do splashes easilly (actually it originally did), but i disabled the splashes because they require traces for the ground surface for each particle. GLSL could do it faster, but im not sure how xycaleth is going to handle the indoor/outdoor and collision checking that late in the frame.

    z3filus likes this
  10. The answer to the format seems pretty simple to me, if you don't want a new model format, but you could have a new extension like "modelname.glx" when rend2 goes to load a glm with the extension ".glx" load the tangents instead of generating them. It could search for .glx then fall back to .glm when not found (like is done with image loading).

     

     

    The questions I have, though, are:

     

    1. Will these baked tangents become meaningless if you add tesselation/displacement (which I assume you are going to want, if you want > HL2 rendering)? Since the surfaces all get changed.

     

    2. I know from experience that as soon as you enable rend2 features, your FPS is going to drop to hell. I suggest you move to deferred lighting now. Do calculation on final screen pixels, not all the extra stuff it stomps over during render... or get occlusion culling working - something I have not been able to make work. (also warzone has a mini lightall glsl called shadowpass that it uses for depth and shadow renders, look at it, switch to it during those passes and you will gain a lot of FPS as the scene gets more complex).

     

    3. What about maps? What's the point in having crazy detailed models when the maps themselves are not detailed. If the model format is going to get this sort of update, then the map format needs a massive update or it just wont look right.

     

    4. Have any of the other projects around, that are based on rend2 or xreal, added a newer model format with tangents (new doom/Q4/whatever formats)? Maybe converting skeletal animations data is easier then changing glm - and you might get access to better 3d tools/exporters?

     
     

    I am all for updating anything in the engine and renderer, its time we moved into this centry, something I've been trying to do alone now for the last 3/4 years with no opengl experience at all before starting.

     

    I do wonder, however, if worrying about tangents on one model format is like building the top of the sky scraper first. Maybe, just maybe, it would be better to just make the current tangent generator code a little better in the renderer, and come back to this later on?

     

    All that said, I like what you guys are doing here. Makes me happy to see others seriously working on the renderer.

    minilogoguy18 likes this
  11. @@UniqueOne -

     

    Kasper A. Andersen and Christian Bay:A survey of algorithms for construction of optimal Heterogeneous Bounding Volume Hierarchies. 2006

     

    In this paper we describe algorithms for automatic object hierarchy construction. We develop and evaluate a Branch and Bound algorithm. The algorithm is controlled by a heuristic- and cost function. The hierarchy data structure built by the algorithm is the Approximating Hybrid Bounding Volume Hierarchy. It has nodes with varying branching factors, multiple bounding geometry types and approximating geometries in the leaf nodes.

     

     

     

     

    Maybe that could be helpful for your automatic collision bounding volumes?

     

    Looks like exactly what is needed. If I am able to make it work or not, is another story hehe.

  12. Why don't you do what I do in warzone and use map glow shader locations for extra map lights? Or add a new "light" keyword to shaders? It won't let you preview them in radiant, but it will let you have as many lights as you want without wasting entities.

     

    The code to find locations is here (remove the water bits):

    https://github.com/Stoiss/Rend2/blob/rend2/codemp/rd-warzone/tr_bsp.cpp#L3356

     

    The code to find the average color of the glow texture is here:

    https://github.com/Stoiss/Rend2/blob/rend2/codemp/rd-warzone/tr_image.cpp#L3133

     

    The code to select the closet lights each frame is here:

    https://github.com/Stoiss/Rend2/blob/rend2/codemp/rd-warzone/tr_shade.cpp#L1689

     

    The code to add the best ones as dlights each frame is here (note you will want to increase MAX_DLIGHTS, but thats simple - also you probably don't want this is postprocess code, maybe do it straight after the section above or combine them, warzone does all lights as a post process):

    https://github.com/Stoiss/Rend2/blob/rend2/codemp/rd-warzone/tr_postprocess.cpp#L921

     

    The glow dlights in warzone have a static range, but you could easy add that as a shader keyword if required.

    SomaZ likes this
  13. It looks very nice, but those enemies health bars look more like boss fights. Any reason they have so much health?

     

    npcs health have not been set up correct yet :) waiting for Uniq to do something about that :) normal rebels is not hard to kill but there are more harder npcs to kill as well sometimes a bit to hard to kill if u ask me :D

     

     

    Warzone NPCs will be based on surrounding player levels, which are not implemented yet - at the moment they all just spawn with a lot of health for testing weapons and whatever. The whole NPC spawn system is going to be completely different in the future. It may be a bit early to be showing gameplay hehehe.

     

    NPCs already use jetpacks, and can switch between weapons, and try to do evasions, and pathfind, etc, but it's not really anything like what it will be in the end. The mod can also currently spawn thousands of NPCs without lagging the game.

     

     

    On a related note, the current focus of warzone is on renderer looks and speed, the ability to use huge maps, and the ability to create them as easily/quickly as possible.

     

    The map you see in the video is just a simple terrain. Everything else is added by the warzone mapping systems and tools. I can literally create multiple similar looking maps in an hour if I choose by doing the following.

    1. Generate terrain in whatever software (I use this software - I'm sure there is better available).

    1b. If you are a more advanced mapper, you can add whatever you want in radiant to the terrain. A few buildings or a town or landmarks or whatever. Towns can also be auto-added by wzmap using the climate INI file.

    2. Fast compile with wzmap without lighting, etc.

    3. Load the map ingame and use /genfoliage command to automatically find locations to add trees, cliffs, ledges, etc. Only tell it to add trees, set plants chance to 0.

    4. Compile with wzmap with the output from /genfoliage in the maps directory, and a climate INI file (which tells wzmap which trees/models/buildings/whatever to add to the terrain). If the map is for warzone, don't bother wasting days on lighting.

    5. Load completed map ingame and use /genfoliage again to create ground foliage positions. This time only add plants, so set trees stuff to 0. "/genfoliage replantspecial <percent_to_keep>" can then be used to remove excess foliages to suit your map.

    6. If you want AI support on the map, use /awp (auto waypointer) ingame to generate waypoints for the map automatically.

    7. Done. You now have a map similar to the video.

     

    One of the (maybe the biggest) focuses of warzone is to make modding easy, to try to bring new people (modders) to the game, by making it simple to start. While all the other projects make it more complicated to get started, warzone tries to make things simple.

×
×
  • Create New...