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quite nice classic quake using gltochris engine

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quite nice classic quake using gltochris engine

Postby revelator » Sun Feb 10, 2008 10:28 am

so i decided to make something not as obtrusive effects wise :lol:

modernized gltochris with ARB rendering / hardware gamma/contrast / vertex lighting.

fixed colored lit support in GL.
mh's skyspheres added.
NO need for any externals!.
fullbrights added.

pcx tga png image support.
luma texture support.

smoother particles "still the original ones just using a better dottexture curtesy of mhquake 6"

i might add normal map support if mh can lend me a hand ?.

pros very fast engine. uses area portals instead of hulls. client/server code more correct.

cons hard to mod since stuff like particles are shared between the opengl and software ports doable if someone decides tho.

http://rapidshare.com/files/90616499/gltochris.rar.html

code used from fuh pox mh lordhavoc thx guys :)

give it a spin any bugreports are welcome.

oh and sorry menu items for contrast etc not done yet will be added later for now use r_contrast 1 to 3.
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Postby revelator » Mon Mar 03, 2008 9:04 am

more work done on it but to those who want to see mh's zfail skyboxes the code for it was posted in the engine coding forum and i also use it in this :wink:

new additions tenebraes scriptable particle/decal system.
hardware gamma/contrast.

things i havent added due to bugs ->
waterfog.
caustics.

waterfog seems to turn of at some angles in tochris which looks ackward same applies to caustics :? looks like an angle conversion goofup but im not certain where sigh.
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