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SomaZ

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Everything posted by SomaZ

  1. its called parallax occlusion mapping with silhouettes. I guess that would be the problem solver for this particular problem. But it comes quite costly. And i think it never was really usable. The tesselation stuff with displacement replaced that immediately. nice, i will totally check that out.
  2. You are right, they called it the "Top secret tesselated toad tech". Damn, i need to check my facts before i post something here.
  3. Hm has somebody some spare time to inverse this project? Something like exporting maps from Unity. That would be so awesome. https://github.com/mikezila/uQuake3

  4. As far as I know the only engine that implemented parallax displacement on animated models is CryEngine. They called it the secret toad tech in a trailer.
  5. The only thing i know is that there is an entity flag RF_DISTORTION. And this is manually set in the game aka hardcoded. Also the vanilla renderer rendered stuff refractive only with that flag. I'm not sure what you mean with image or shader "-2". You mean in the old id3 shader files? I will investigate if the renderer sets the flag, but right now i doubt it.
  6. Ok i found what vanilla does. Its in tr_shadows. So game actually sets some stuff, but nothing really useful for an actual refraction. They simply take a part of the rendered picture (the size and middle point of the cut out are defined) and put it on the "refractive" surface. Then they have a variable to strech it. It's basicly zooming in and out with some blend modes. There is one variable which is usefull for my current implementation. It's the alpha of the refraction. But i will add the wobble/stretch effect of the vanilla render.
  7. Hm, problem is, that the vanilla refraction is hard coded for the objects. There are no individual refraction parameters for e.g. the invincibility shpere or the force pull. I will lower the effect strenght and see if thats better.
  8. Another progress video on the refraction shading. Some stuff is still missing, but i think it looks quite nice right now. https://www.youtube.com/watch?v=rLCSrBlEU3Q
  9. So, here a little teaser of what is coming. https://www.youtube.com/watch?v=mcqqBWGp4R0 Still a lot to do. And yea, the effect is too strong right now.
  10. Refraction, everything I can think of is refraction ?_?

  11. I get that too. Even on standard jka maps. I got a gtx980ti. But i can't tell when this happens. Looks random to me. Haven't tried it on vanilla yet.
  12. They used it for an example for the ocean waves based on your distance to the water patch. The nearer you got, the more tesselated the water patch was. Then, the vertecies got pushed up and down by height maps. Gras didn't take advantage of it as far as i know.
  13. Very nice. You allready implemented the use of height maps? Does the iterations scale with distance? Right now it looks like a turbosmooth modifier from 3dsmax for warzone. Tell us more pls.
  14. Yes, perfect. Thank you. Ok, then it was my fail again haven't played with cvars since i configured the "old" rend2.
  15. Hey, i just compiled your new version of the renderer, but i cant launch the game: Any idea? Ah nvm. My fail. Didn't copy the new executable.......... How can i activate the new renderer? r_renderer doesn't seem to work anymore.
  16. @@aramil248 So, you managed to get OpenJK working on the Pi 2?
  17. Maybe you can ask this youtuber. https://www.youtube.com/watch?v=P-1EHdHxEk8
  18. You kidding? Kel Dor are awesome ♥
  19. Trying to understand rend2 melts my brain. I like that ♥

    1. Archangel35757
    2. SomaZ

      SomaZ

      Yea, I'm in contact with Xycaleth. So my understanding grows slowly but steady. :)

  20. So, is rend2 stuff ok?
  21. So i've been looking into the warzone sources a bit and found a major mistake in my shader, so thank you for the tip. Right now my shader has no "depth check" for the effect but it works. Here some wip picture (still with very high intensity): @Xycaleth There will be a lot of questions incoming, i'll promise. @UniqueOne So you basicly improved rend2? What are the advantages and disadvantages? Does your renderer still has the same compatibility as rend2? Pls tell me more. If it's just an improved rend2, which still works with OpenJK, why we don't use it?
  22. I have a very limited view on OpenGL right now. In fact, i just started learning some of it. But i understand most of the basic concepts of it. And i really hope i can help. Right now im just crawling through the render code trying to understand it, hack some shader code and stuff trying to archive something, to get a solid base of understanding the code. @@Xycaleth Is there any way to get the normal buffer into the glsl right now, or do i really have to compute it in the fragment shader every time?
  23. Hey guys, any chance i can help with rend2? I downloaded the sources and tried to implement a hbao shader instead of the ssao. It kind of worked, but i get some artifacts, which have something to do with the distance. Have not found out yet, where they come from. https://img5.picload.org/image/woraiow/4_question.png I set the intensity of the hbao very high so that the artifacts get visable. And i know its kinda ugly right now. I have actually no idea of the renderer, but i want to help out if possible.
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