What are you working on?
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Re: What are you working on?
Thanks! The viewmodel doesn't really become noticeably distorted until swinging the axe around at a higher fisheye fov. This shot is 130, and by 200 the axe looks bent. But the distortion is "correct" based on the lens.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
Makes me wonder how 24-bit mode could be done with colormaps still, as in true-color colormaps
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
leileilol wrote:Makes me wonder how 24-bit mode could be done with colormaps still, as in true-color colormaps
I had a go at this a while back.
The approach I used was to render the scene 3 times and have 3 separate colormaps - one for each channel. Each rendering goes to a different memory buffer, then at buffer swap time the 3 are combined to a final 24-bit display. There would be a more optimal approach to be had by diving into the original asm code, but I didn't feel inclined to bother.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Re: What are you working on?
leileilol wrote:Makes me wonder how 24-bit mode could be done with colormaps still, as in true-color colormaps
The size of all pixel buffers (including the surface cache, the underwater warp buffer, etc.) would have to be multiplied by 3. This would also make colored lighting and transparencies become very accurate, as if they were being rendered through hardware acceleration.
But it would be a significant undertaking, and the renderer would become noticeably slower. Some computers are too slow to write to the video memory. In the Dreamcast port of Makaqu, since there's no 8-bit video mode in the machine, the 8-bit indexed screen buffer is converted to a 16-bit non-indexed color buffer, which has less color accuracy but is faster to send to the video memory.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
y'all should try engoo. It calcs colored light in 24bit and converts back to 8 bit.
24-bit equivalent of "palette swap" would be more like a "color space swap"? Hotlink from Berkeley:

24-bit equivalent of "palette swap" would be more like a "color space swap"? Hotlink from Berkeley:

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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
We've(COR) spent the last four months working on a ton of renderer changes for CRX. Skeletal animation is now done in the GPU, and this allowed for changes across the board in mesh rendering that gained more than a 300% performance increase. Bsp rendering is now also done vastly more efficiently with some clever batching using a single VBO, again, an increase of over 200%. Particles got similar treatment, and are vastly faster. Much of this was done to give greater performance gains for Alien Arena, but we also are keeping Alteria in mind as that "Franchise" is about to be reborn in a big way.
A number of new rendering features were added in the recent months as well:
This shows a few things with how our meshes now render. The first thing Subsurface Light Scattering and Rim Lighting. SLS is what happens when a light is behind a translucent object, like flesh. The light enters the object, and bounces around. This effect can be faked using GLSL shaders. In our example here, notice how the brain of the martian is "lit up" a bit, in comparison the his bony facial area. An article on this effect can be found here - http://machinesdontcare.wordpress.com/2 ... er-shader/
The next thing in this picture is a bit hard to see, but we also added the ability to add cubemapping effects to our meshes, nothing groundbreaking, but it was a noticeable absence previously. The end of the weapon has parts on it that have been cubemapped. I used this effect on a number of items such as ammo boxes, monitor screens, and hard plastic surfaces on weapons. It's more impressive when seen in motion.
The last item in this example is the shadow. We now use shadowmaps to create our player shadows, and they are softened using a 4 sample Percentage Closer Filtering(PCF) method that is quite fast. I might change this, as Eihrul has a really nifty one I'm going to check out soon.
This example shows the soft shadowmapping as well as the light shafts(god rays) that the sun creates. The light shafts were in 7.60, but now the engine is fast enough that you can actually use them. More about the light shaft technique - http://fabiensanglard.net/lightScattering/ We are the only free game engine that I am aware of doing this.
This shows how cubemapping can be applied to map surfaces to create shiny effect useful for ceramic floor tile such as this, or on wet surfaces. This can be applied by setting a surface flag when building a map, or via shader. Again, nothing groundbreaking, but it was something missing from the arsenal in the past.
Here I redid the water shader. It's using a similar shader, but I fixed some problems with it, and made some other minor changes, so it looks and works much better now. I might have a few more tricks for that. We removed "true" reflections out some time ago, but they can be faked like UE does. This was done for obvious performance reasons.
We have a few more tricks we are working before we release this thing at the end of November.
A number of new rendering features were added in the recent months as well:
This shows a few things with how our meshes now render. The first thing Subsurface Light Scattering and Rim Lighting. SLS is what happens when a light is behind a translucent object, like flesh. The light enters the object, and bounces around. This effect can be faked using GLSL shaders. In our example here, notice how the brain of the martian is "lit up" a bit, in comparison the his bony facial area. An article on this effect can be found here - http://machinesdontcare.wordpress.com/2 ... er-shader/
The next thing in this picture is a bit hard to see, but we also added the ability to add cubemapping effects to our meshes, nothing groundbreaking, but it was a noticeable absence previously. The end of the weapon has parts on it that have been cubemapped. I used this effect on a number of items such as ammo boxes, monitor screens, and hard plastic surfaces on weapons. It's more impressive when seen in motion.
The last item in this example is the shadow. We now use shadowmaps to create our player shadows, and they are softened using a 4 sample Percentage Closer Filtering(PCF) method that is quite fast. I might change this, as Eihrul has a really nifty one I'm going to check out soon.
This example shows the soft shadowmapping as well as the light shafts(god rays) that the sun creates. The light shafts were in 7.60, but now the engine is fast enough that you can actually use them. More about the light shaft technique - http://fabiensanglard.net/lightScattering/ We are the only free game engine that I am aware of doing this.
This shows how cubemapping can be applied to map surfaces to create shiny effect useful for ceramic floor tile such as this, or on wet surfaces. This can be applied by setting a surface flag when building a map, or via shader. Again, nothing groundbreaking, but it was something missing from the arsenal in the past.
Here I redid the water shader. It's using a similar shader, but I fixed some problems with it, and made some other minor changes, so it looks and works much better now. I might have a few more tricks for that. We removed "true" reflections out some time ago, but they can be faked like UE does. This was done for obvious performance reasons.
We have a few more tricks we are working before we release this thing at the end of November.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
Re: What are you working on?
A (i think) csqc simple inventory for quake 1.06 and darkplaces, maybe usefull for modders 
http://www.youtube.com/watch?v=p-fvk4OkMDg
This is a early version, i will liberate the stuff in some days
http://www.youtube.com/watch?v=p-fvk4OkMDg
This is a early version, i will liberate the stuff in some days
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: What are you working on?
AA: the translucency/scattering on the brain and neck make them look "juicy" and gelatinous. Cubemap/glare/depth map on the floor are incredible.
GB: Will the wire colors be part of a puzzle? If nothing else, literally showing color-coded wire an switches would help keep track of triggers during mapping.
GB: Will the wire colors be part of a puzzle? If nothing else, literally showing color-coded wire an switches would help keep track of triggers during mapping.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
Well, it's pretty simple. The red wire / red switch is just a hint pretty much. The idea of an electrical puzzle is neat though. I'll give it some thought.
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goldenboy - Posts: 924
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- Location: Kiel
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