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  • #46
    Lookin good. Keep the updates coming until the release!

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    • #47
      kewl!
      My Avatars!
      Quake Leagues
      Quake 1.5!!!
      Definitive HD Quake

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      • #48
        not really that much of a fan of quake2, but this is looking great

        good work on all this Sza, this all is making quake2 look much more awesome
        .
        are you curious about what all there is out there in terms of HD content for quake?
        > then make sure to check out my 'definitive' HD replacement content thread! <
        everything that is out there for quake and both mission-packs, compiled into one massive thread

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        • #49
          I know nothing about Q2, but all of your work looks pretty good.

          good job.
          http://www.nextgenquake.com

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          • #50
            I know nothing about this language so, maybe this is not your problem but, you have an unnamed object with an if statement of multiple lines and no delimiters.

            Code:
            	{
            		if ( glPrograms == 0 )
            
            		blend		GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA
            		map		test/water_d.tga
            		scroll		time * -.01, 0
            		rgb		.5
            		alpha		0.33
            	}
            IDK, maybe that is how you do it in a material. In most languages the above would not work.

            This would though.
            Code:
            	if ( glPrograms == 0 )
            	{
            		blend		GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA
            		map		test/water_d.tga
            		scroll		time * -.01, 0
            		rgb		.5
            		alpha		0.33
            	}
            Last edited by MadGypsy; 10-22-2013, 12:28 PM.
            http://www.nextgenquake.com

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            • #51
              if statements within doom3 materials omit that rendering pass, rather than actually containing any conditional expansion.
              the condition can work on variables at render-time without having to control specific sets of properties. its just a little faster that way.

              the messed up image looks to be the refraction image scaled weirdly. are you sure the glsl code has the right scalers (npot stuff and non-square resolutions mean you need some sort of rescale)?
              Some Game Thing

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              • #52
                water.vfp has all the answers.
                Some Game Thing

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                • #53
                  Glad to see the work continues

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                  • #54
                    Floor looks awesome Sza!!
                    No, I did not miss the hi-rez weapons at all just forgot to comment. I follow this thread with great anticipation and hope you will reach a point of release soon.

                    Regards

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                    • #55
                      I know nothing about Q2, never played it, never watched a vid of it being played, nothing. That being said, I don't have a clue how your work compares to the original. All I can say is the work here looks really good to me and shows a lot of promise. Keep it up!
                      http://www.nextgenquake.com

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                      • #56
                        very cool, looks much better then Q2E, which at least in that screenshot kinda looks more like upscales with filter over them rather then real HD remakes.

                        and your textures look smoother and more clean rather then noisy-ish like the Q2E textures. which i personally think looks nicer

                        the Q2E textures also dont look like they are very high resolution
                        .
                        are you curious about what all there is out there in terms of HD content for quake?
                        > then make sure to check out my 'definitive' HD replacement content thread! <
                        everything that is out there for quake and both mission-packs, compiled into one massive thread

                        Comment


                        • #57
                          Hi Sza. Some peoples here know me as author of quake2xp project. Your re-texture very impressive, and ideal for full per pixel lighting engines. Some time ago i'm add realtime lighting-shadowing like doom3 and can use your work too. What texture formats and suffixes are you using (i'm never use q2e 1.0) ?

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                          • #58
                            @barnes: i'm honored to finally meet you here. i spent a great deal of time back in my q2 years with q2xp. it was superb engine. in time, i abandoned it 'cause it's weak compatibility with really big levels, but i had a blast back then. i moved to knightmare and then i kind of lost interest in q2 at all. this retexturing project, however, makes me dive once again to the bottom of long-time-not-used drawer to loo for q2 disk.
                            -
                            jakub
                            my projects so far:
                            Travail retextured
                            Tronyn in high definiton
                            Ab
                            yss of Pandemonium HD textures
                            Nehahra rtlights and other experiments

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                            • #59
                              tnx

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                              • #60
                                Originally posted by Sza
                                I know, i have tested your engine(some times very slow on one core).
                                Very may be) My develop machines have core duo 6400, core quad 9400 and i7 3770. On 6400 i saw lags under win7, linux port work very fine on this cpu

                                The Textures are Q2E only but who know, may be i'll do my pack for every q2xxx engine.
                                We can do compatibility is not so difficult.

                                TGA (24bit not compressed), H (high map), Local (normal map), S (specular map) plus diffuse texture.
                                Our format tga too, but we place himap in to diffuse alpha and specular in alpha channel of normal map.

                                Hmm, i thought Q2XP is based on Q2E 1.0 and q2b?
                                q2e? Nope i'm use some shared matrix mathematics only.
                                q2b? Yes, i' use some basic ppl algorithms from q2b, and Berserker use some our code too (we are old friends, and know personally). But our projects are very different and have their face. q2b and q2e can maximum use old asm shaders (also combiners for oldest hardware like qf1-2) I'm use only glsl with some gl core 3 features.

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