old project tryout
Moderator: InsideQC Admins
5 posts
• Page 1 of 1
old project tryout
resurrected an old project i worked on based on tomazquake.
http://realm.googlecode.com/files/TQ148X.7z
still a lot to do but looks ok allready (dont mind the horrible shadows they are scheduled for extermination
).
has tenebrae decals and scriptable particle system.
uses mh's updated zone.c
supports mdl md2 and md3 models.
half-life map support.
detail scaling (make your faked bumps really stand out).
sprite32 support reworked and now works with tenebraes sprite replacements like s_explod_0.png etc.
TODO.
luma support atm only fullbrights supported.
port mh's normalmap code for use in this.
rework all render code to use vertex arrays or vbo.
get rid of old shadow code and do real volumes or shadow maps.
kill old crap like mirrors (only used on one texture in the start hall and it breaks if envmap is on or if you use a texture replacement).
http://realm.googlecode.com/files/TQ148X.7z
still a lot to do but looks ok allready (dont mind the horrible shadows they are scheduled for extermination
has tenebrae decals and scriptable particle system.
uses mh's updated zone.c
supports mdl md2 and md3 models.
half-life map support.
detail scaling (make your faked bumps really stand out).
sprite32 support reworked and now works with tenebraes sprite replacements like s_explod_0.png etc.
TODO.
luma support atm only fullbrights supported.
port mh's normalmap code for use in this.
rework all render code to use vertex arrays or vbo.
get rid of old shadow code and do real volumes or shadow maps.
kill old crap like mirrors (only used on one texture in the start hall and it breaks if envmap is on or if you use a texture replacement).
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
slightly updated version for fun if anyone wants to try it. comments are welcome.
http://www.2shared.com/file/1HLVGd43/tqx.html
had pretty much any recent fix from here and a few things added.
sprites now have dynamic lights (sprite32 to).
reworked culling for some reason R_CullSphere cannot be used on alias models (bounding boxes are out of whack with the sphere).
reworked shadow code to use lightplanes instead of the downtrace code. still old projected model shadows but atleast they dont look half ghastly anymore.
the rotate for the entity transforms on shadows were fubared shadows dissapeared at some angles. works now.
reworked R_Lightpoint to use pointers got rid of a ton of globals at the same time
added .dat loading for mods with .dat's not named progs.dat
try it out with say after the fall mod its old but its a load of fun
luma support should be in soon but it actually looks quite allright with only fullbrights.
http://www.2shared.com/file/1HLVGd43/tqx.html
had pretty much any recent fix from here and a few things added.
sprites now have dynamic lights (sprite32 to).
reworked culling for some reason R_CullSphere cannot be used on alias models (bounding boxes are out of whack with the sphere).
reworked shadow code to use lightplanes instead of the downtrace code. still old projected model shadows but atleast they dont look half ghastly anymore.
the rotate for the entity transforms on shadows were fubared shadows dissapeared at some angles. works now.
reworked R_Lightpoint to use pointers got rid of a ton of globals at the same time
added .dat loading for mods with .dat's not named progs.dat
try it out with say after the fall mod its old but its a load of fun
luma support should be in soon but it actually looks quite allright with only fullbrights.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
zerstoerer on the above. notice the rain sprites
http://imageshack.us/photo/my-images/197/tomaz00.jpg/
http://imageshack.us/photo/my-images/197/tomaz00.jpg/
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
5 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 2 guests
