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UniqueOne

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Everything posted by UniqueOne

  1. Yeah. That's why I asked for the shader log. I've looked through all the shaders and they all seem to be set in the vert shaders. I guess it could be an #ifdef problem in lightall, (possibly due to lacking extension) but i'm not sure how that could happen. Need more info.
  2. hehehe. I thought it might have been an intel thing. Hadn't seen this with NV and ATI.
  3. Did it print the shader above that? Also, what graphics card do you have?
  4. Hmm generally IRC would probably be better so we can get more details as needed (and not clog up the tread with bugs we probably already know about), but we will be looking here as well of course.
  5. Well we now have test builds on our github for people to test things out. This is just to play around with and see what we are working on. Expect bugs and incomplete stuff as we are not even in an alpha release yet. Github page is here: https://github.com/Stoiss/Rend2 Setup Instructions are here: https://github.com/Stoiss/Rend2/blob/rend2/TEST-BUILD-INSTALL-HOWTO.txt IRC channel is: #warzone on irc.arloria.net (same server #jacoders is on) You can download the git repository as a zip, or via a git client if you know how. Git is recommended to save downloading the whole repo again for updates. I will update builds from time to time. No specific schedule. The test builds will be release but with debug info for those capable of debugging issues. They should run at close to release build speeds. See my previous video post to adjust foliage settings to match your computer's abilities. If you have any interest in helping us out, we will accept help from just about anyone. We have a lot to do and too few resources. The plan at the moment is to get the project to a point (where we have added a lot of generic and graphical features) that other people can base their mods on. Once we get to that point we will branch and start work on the MMO components.
  6. Would just need the tree models and textures, and plant textures (which i'm pretty sure I would already have). The code would do it fine - in fact from what I see, the witcher trees would use less FPS then the big tropical hogs. I plan to have various default climate options, just doing tropical first. Will see after that if we can get our hands on more models.
  7. I'm not too sure how that could be done without a pretty massive hit to FPS. Might be possible, but would take someone with better opengl knowledge then I. We could sure use someone on the team with good opengl skills. I assume your issue is with lighting? We use r_sunlightmode 1 because sun shadows (r_sunlightmode 2) are just too big of a hit to FPS. We do have sceen space shadows for foliage, however, which I have improved since this video. If that isn't the issue you are speaking of, the plan is for maps to specify their own list of grass/plants/trees textures/models. The code is set up to do this now, but I need to enable reading a config file for the map. I'm not sure how this would run on vanilla or rend2. My guess is vanilla would be ok, but rend2 would probably struggle without some of our tweaks. On a side note. The grass and tree models were created/converted for us by @Maui (the grass/plant textures come from random sources). Without his help, none of this would be possible with reasonable FPS.
  8. You are more then welcome to merge the AI code (or any of the code for that matter) into JKG. Although I plan to get back to AI at some time in the future.
  9. lol anything greater and the fps would be even worse.
  10. This is a mod using a modified version of rend2.
  11. Foliage system video. Dense foliage/tree map with Nvidia GTX 760. Notes: * (in before comments) Obviously actual in game FPS is much better when not also encoding video. * The map is 32768 x 32768 x 32768 in size and contains nearly 900,000 plants/grasses/trees. * Adding grass/plants/trees to any map is a single /genfoliage command. It may be required to add q3map_material shortgrass or q3map_material longgrass to the ground shader, but it will mostly be auto-detected. * There are 3 cvar options to adjust quality vs speed. cg_foliageDensity - removes plants within this range of eachother. cg_foliageGrassRangeMult - Sets the max distance at which to draw grass and plants. cg_foliageTreeRangeMult - Sets the max distance to draw background trees.
  12. Been doing some updates to the tree and foliage system on our test mandalore map. Thought I might as well post some updated screenshots.
  13. The negative values for volumetric thing was removed in a newer faster version of volumelight shader a few months ago. All lights are now volumetric if volumetric light is turned on. Not sure what negative value lights would do with this. Probably would get volumetric black lights I guess...
  14. If you are talking about MP here, in warzone a while back I experimented with adding the bot waypoints to the NPC nav system (in warzone, we auto generate waypoints, but the same code would add normal ones the same way if we used them) . I found the nav system way too slow with the numbers of waypoints our system uses (and we use our own faster pathfinding anyway), but this code is easy added to any mod - and if it was just adding normal JKA waypoint lists, speed wouldn't be an issue. The code to do it is here: https://github.com/Stoiss/Rend2/blob/rend2/codemp/game/ai_dominance_wpnav.c#L501 If you are not doing this for MP, I guess you could waypoint the map in MP, let it save the .nav file, then load it in SP. I think SP loads .nav file, right?
  15. The answer here for the sp/mp thing is to combine the things people like from sp into mp code. Separation of the two just makes extra work long term. What I plan to do in warzone mod is sort of a mix between open worlds (skyrim style), dungeons (coop/sp - sub-maps), and open world event system (similar to defiance mmo - if you have not checked it out, i suggest you take a look to get an idea what this means, its free to play). Other then the dungeons, all this stuff would just be randomly placed around the map. Dungeons would be randomly generated sp style missions... anyway, the point I am making is all this is a single map - a "world". Other then having pvp areas on map (like arena queue system), have not thought too hard about pvp (but I would probably allow server owners to enable world pvp if they wish - or use a pvp event area system like defiance does). Most of this stuff would be simple with a proper map format, but much harder (possible, but harder) with the current bsp system. JKA's ui system also makes it hard, but I have been playing with awesomium as a replacement. I for one can only hope someone here is capable of doing something like what archangel posted. Or maybe just a map system capable of loading/unloading map cells as required.
  16. I tend to think of the choices the cells system (map within map within map) is most suited to star wars universe. Cell based, not only for planetary environments, but also the options there for large scale space based maps - think eve online style system when you have a universe map, with a cell inside that for solar system map, etc down to whatever scale is needed. Semi-inifinite possibility there on scale. Imagine if old bsp's could be even loaded as the lowest level cells - allowing all the older maps to still be used as part of a huge universe. Not saying this would be easy, but it is possible, and would be fracking amazing and blow any previous (and most likely future) star wars games out of the water. Sure some of the other methods could do similar in theory, but I am guessing this would be the easiest to implement. Agreed on cleaning up bsp into some sort of module system. Would be a good move long term - maybe even make it api compatible with something like ogre? That would outsource format updates. I would love to also see this done for model formats (much less important then map format - glm is ok), but there are other issues there like bone compatibility between formats. In theory bones between humanoids in most games should be fairly compatible and in some cases, convertable - eg: my looking into skyrim humanoid nif skeletons look to be almost 1 to 1 complatible bone structures with glm, but with different names - there are many body mods made by the skyrim community that are free to use in other games as well - not to mention all the non-body community stuff like clothes, foliages, trees, textures, sounds we could be using. The permissions to use them all are listed on the download pages of mods on nexusmods. Could be a massive boost of resources to modders in JKA if we could support this stuff. Why reinvent the wheel when its already freely available to us On a side note, was chatting with xycaleth earlier about the possibility of enhancing detail on close range objects/terrains by subdividing and smoothing, and he found this library created by pixar and microsoft http://graphics.pixar.com/opensubdiv/docs/intro.html . Could be interresting? When I think about how amazing JKA could be with the underlying limitations removed it blows my mind. With the right tools, the community could do what no game company will ever do right - a true star wars universe. We have a license and no deadlines. All we need is one person (who has better knowledge of this low level geometry code then I) to step up and create the building blocks.
  17. Only thing that worries me about selecting D3/Q4 formats is they are very heavily biased to the old corridor running maps. They would overcome a lot of limits I imagine, but are not really suited to anything like a large star wars universe. When JKA was created there really wasn't anything better, but now I think we could find something more generic and yet common.
  18. Ah yeah. Figured it would be something like that. The problem is getting reasonable detail as well as size. Just so many limits that can be easily broken. I think the brush size I used was 1024 (still rather crappy - although fortunately the foliage system does hide it somewhat), but i'm not sure. I had to screw around so much with it to get it within the limits... I also had to remove all the caulk and skip surfaces in notepad *sigh*.
  19. Was the map a flat surface or a terrain? I guess making a flat single large surface would work, but wouldn't be much use This map is a bumpy terrain, although I had to use pretty large triangles to make it compile. Without any vis or light. There is currently also no structures on the map, and the foliage is added by the client, not q3map2 (so no effect on limits there). Q3 is really showing it's age with bsp. If this game did not have a star wars license I would not even bother to mod it and move on to a new engine. We are all wasting this license with the restrictions of bsp.
  20. To select a good map format, I believe the best way would be to look around at what editors are available for the various formats. Support the most common format with a good (and most importantly, easy to use) editor. An opensource editor would be best, but this is not required (specially if there are multiple editors available). For gametypes. I say remove them all. If we have a new editor and map format, then gametypes should be combined into various map areas. want to duel? go to the arena want to pve? go to the wilderness or dungeons want to pvp? go to the pvp areas - fight over structures (possible guild integration and ownerships?), etc... This is what I hope to do with the warzone mod, but it will take time with so little help... but honestly, replacing map format is beyond my levels of experience. Unless someone here that understands this stuff can do it, I am going to have to make do with bsp and its horrible limitations *sigh*. This is the biggest map I am able to do in JKA with BSP format. It is 32768 x 32768 x 18000 (i'm guessing about 1/4 of the size of the skyrim map). q3map2 can not vis or light it, however, because bsp sucks so badly. Fortunately rend2 can do sun lighting and shadows. I really, really, really, wish we could replace this crappy format and let the engine be once again modern.
  21. Here's a new screenshot I call "tavion's picnic"... although it could be alora... lol Foliage added by a new wolfenstein style foliage system mappers can use to add foliage to their maps easily.. The screenshot also shows the new volumetric light system which is faster then the old one and handles all lights, not just sabers.
  22. Sand is not shiny. What you might be seeing is the DOF brighten effect. The auto-gen stuff is required for backward compatibility, but it can be overridden very easily. In your shader simply select an appropriate material type from this list that suits your needs (and if you want a non-generated normalmap, etc, add one and it will use that instead). A shader specified material will always override auto-selection. Shader specified scales, etc, also override auto-selection. Note that in my tests rend2 does not load tga files with an alpha channel correctly. Expect things to not look right with them. However, if you want to save yourself time, just set an appropriate material type and map your texture in the shader and let the code do it's thing. A material default should suit most situations (and will be faster due to less CPU bottlenecks - if you want to understand why, talk to me on irc, I won't bother to explain it here. In short - Q3 shaders block surface merges and make the renderer do a heep of tiny draw calls - materials let us workaround this issue). ================================================================================================================================================================= Water - Always draws water through opengl instead. Notes: * If you set a surface as water, nothing else matters. OpenGL draws water and ignores everything else in the shader. * If you want to force water to be drawn as per your shader, set the material type to something else. ================================================================================================================================================================= { specularScale = 1.5; parallaxScale = 2.0; } ================================================================================================================================================================= Other materials. Notes: * ignore the // comments after them, they are original and don't always match what we use them for. eg: water is water, not just puddle * specularScale is reflectiveness as well. High levels will be mirror-ish. * cubemapScale makes the cubemap on these types more/less reflective. * note that the two grass type materials will also add foliage on the surface once waypoints have been generated. ================================================================================================================================================================= { { MATERIAL_WATER: // 13 // light covering of water on a surface specularScale = 1.0; cubemapScale = 1.5; parallaxScale = 2.0; MATERIAL_SHORTGRASS: // 5 // manicured lawn specularScale = 0.53; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_LONGGRASS: // 6 // long jungle grass specularScale = 0.5; cubemapScale = 0.0; parallaxScale = 3.0; MATERIAL_SAND: // 8 // sandy beach specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_CARPET: // 27 // lush carpet specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_GRAVEL: // 9 // lots of small stones specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 3.0; MATERIAL_ROCK: // 23 // specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 3.0; useSteepParallax = 1.0; MATERIAL_TILES: // 26 // tiled floor specularScale = 0.86; cubemapScale = 0.9; parallaxScale = 2.5; useSteepParallax = 1.0; MATERIAL_SOLIDWOOD: // 1 // freshly cut timber specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_HOLLOWWOOD: // 2 // termite infested creaky wood specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_SOLIDMETAL: // 3 // solid girders specularScale = 0.92; cubemapScale = 0.92; parallaxScale = 0.005; isMetalic = 1.0; MATERIAL_HOLLOWMETAL: // 4 // hollow metal machines -- UQ1: Used for weapons to force lower parallax... specularScale = 0.92; cubemapScale = 0.92; parallaxScale = 2.0; isMetalic = 1.0; MATERIAL_DRYLEAVES: // 19 // dried up leaves on the floor specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 0.0; MATERIAL_GREENLEAVES: // 20 // fresh leaves still on a tree specularScale = 0.75; cubemapScale = 0.0; parallaxScale = 0.0; // GreenLeaves should NEVER be parallaxed.. It's used for surfaces with an alpha channel and parallax screws it up... MATERIAL_FABRIC: // 21 // Cotton sheets specularScale = 0.48; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_CANVAS: // 22 // tent material specularScale = 0.45; cubemapScale = 0.0; parallaxScale = 2.5; MATERIAL_MARBLE: // 12 // marble floors specularScale = 0.86; cubemapScale = 1.0; parallaxScale = 2.0; MATERIAL_SNOW: // 14 // freshly laid snow specularScale = 0.65; cubemapScale = 0.0; parallaxScale = 3.0; useSteepParallax = 1.0; MATERIAL_MUD: // 17 // wet soil specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 3.0; useSteepParallax = 1.0; MATERIAL_DIRT: // 7 // hard mud specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 3.0; useSteepParallax = 1.0; MATERIAL_CONCRETE: // 11 // hardened concrete pavement specularScale = 0.3; cubemapScale = 0.0; parallaxScale = 3.0; MATERIAL_FLESH: // 16 // hung meat, corpses in the world specularScale = 0.2; cubemapScale = 0.0; parallaxScale = 1.0; MATERIAL_RUBBER: // 24 // hard tire like rubber specularScale = 0.0; cubemapScale = 0.0; parallaxScale = 1.0; MATERIAL_PLASTIC: // 25 // specularScale = 0.88; cubemapScale = 0.5; parallaxScale = 1.0; MATERIAL_PLASTER: // 28 // drywall style plaster specularScale = 0.4; cubemapScale = 0.0; parallaxScale = 2.0; MATERIAL_SHATTERGLASS: // 29 // glass with the Crisis Zone style shattering specularScale = 0.88; cubemapScale = 1.0; parallaxScale = 1.0; MATERIAL_ARMOR: // 30 // body armor specularScale = 0.4; cubemapScale = 2.0; parallaxScale = 2.0; isMetalic = 1.0; MATERIAL_ICE: // 15 // packed snow/solid ice specularScale = 0.9; cubemapScale = 0.8; parallaxScale = 2.0; useSteepParallax = 1.0; MATERIAL_GLASS: // 10 // specularScale = 0.95; cubemapScale = 1.0; parallaxScale = 1.0; MATERIAL_BPGLASS: // 18 // bulletproof glass specularScale = 0.93; cubemapScale = 0.93; parallaxScale = 1.0; MATERIAL_COMPUTER: // 31 // computers/electronic equipment specularScale = 0.92; cubemapScale = 0.92; parallaxScale = 2.0; default: specularScale = 0.0; cubemapScale = 0.0; materialType = (float)0.0; parallaxScale = 1.0; } }
  23. There is a vibrancy slider in the menus to adjust saturation to your preference. Currently there are various DOF options. 2x Static (blur at specific range - most of the screenshots used this setting) and 2x Cinematic (uses the crosshair depth to select blur range - the crates in the last set of screenshots used that setting). Adding a slider would be easy, but using non constant values in GLSL is slower. As we move forward we will just adjust the default values I think and find levels most people are happy with. Agreed. Part of that is the matso DOF amplifying bright parts and the defaults are a little high at the moment. Supporting legacy stuff without adjusting thousands of shaders manually (while trying to also allow for unknown maps, etc) is a full time job in itself. This stuff is constantly being tweaked though. On a related note, I want things in this mod to be somewhat exagerated. All the original JKA stuff was always cartoonish, and will never be photo realistic. Rather then fight an unwinable battle I try to use that look in the best way possible with what I have.
  24. Oops. I missed a few screenshots I meant to upload.
  25. There is an option in the setup menu to turn it off.
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