Dushan here is page http://www.qeradiant.com/cgi-bin/trac.cgi
and here is source http://www.qeradiant.com/cgi-bin/trac.cgi/browser
Et: Xreal
Is it remotely possible to Include Voxal Rendering in ET-Xreal, i would love to map with that.
Am i blind or why do i cant see any difference to plain ET?
May im too old too see it
By the way … you should really
use better settings for screenshots. All i see is a Pixelmania 
greetz Cambo
I use 1024x768 windows mode for testing and for screenshots. maybe that’s why you have problem with seeing any differences
You can clearly see the difference. In plain ET the sun/lamps etc don’t have a shadow or have a range where you see the light while in et-xreal you can see it. Check the white circles around the lamp and how the sun has effect if there ain’t buildings standing in the way.
cant see much difference either. And the lack of quality in the screenshots definately does not come from the resolution. Check the quality you take screenshots with (default is 90% imo) or make them TGA OR fix your et-gfx settings 
You atleast already got ET running well on Xreal, yet the whole big job is left: to create all content (different maps for textures) and models on new-tech level
Many hands make light work, I think if the engine is running, works and is available people will automatically want to try it out (aka make stuff for it)
I believe that if resolution is bigger, your screenshot will be bigger along with quality of it …
It isnt the same if you take screenshot at 1024x768 (where you have 786432 ~ 0.7 MP) and 2048x1536 (wher you have 3145728 ~ 3 MP ) (or bigger) …
But OK … I will check quality of screenshots and settings of it 
[QUOTE=Dushan;266940]In ET max polygons was 4096 (or 4K) and max vertices from polygons was 8192 (or 8K). You can check that yourself. Start ET, open console. and type “r_maxpoly” and press TAB and it will show you 
Or check in et-gpl/src/renderer/tr_local.h (MAX_POLYS and MAX_POLYVERTS) …
To compare engines … in ioQuake3 max polygons and vertices are 600 and 3000 … , Tremulous have same engine as ioQuake3 so it have same limitations (600 and 3000) … like all games who use ioQuake3 engine …
I don’t know how much current maps and models use polygons or how it is created, but if there is some map or new player model(s) that use more I would be happy to see power of ET:Xreal engine on it …[/QUOTE]
I just Tested this Out
Before

After

upscaled with milkshape (only the clock), i’ll try to smooth Red Cylinders and wires
p.s.
Could you Disable r_cameraFilmGrain and r_cameraVignette by Default, they are ugly
also Is Bumpmapping in Xreal










