Et: Xreal


(Dragnadh) #381

[QUOTE=donmichelangelo;288001]Kemon, the project’s site is here at assembla.
Assembla Project Page

Most of the commits are Dushan’s but myself and renszarv are comitting to the project as well.
Engine Coders and Artists are welcome :penguin:[/QUOTE]
Wish I knew something about coding :(.


(daz2007) #382

I Noticed that ET limit the rate between 5000 and 25000, Is it not possible to increase the Limit, e.g. 35000, Cant seem to Find it in the Source Code


(n00btime) #383

I don’t know if there’s a hardcoded limit in the source, but most PB servers will clamp it to 25000.


(Shanks) #384

val = Info_ValueForKey( cl->userinfo, "rate" );
		if ( strlen( val ) ) {
			i = atoi( val );
			cl->rate = i;
			if ( cl->rate < 1000 ) {
				cl->rate = 1000;
			} else if ( cl->rate > 90000 ) {
				cl->rate = 90000;
			}
		} else {
			cl->rate = 3000;
		}


(Tr3B) #385

I uploaded a new ET-XreaL release with tons of bugfixes and an updated README.txt that explains some of the new console variables.

You can download it from here: http://sourceforge.net/projects/xreal/files/ET-XreaL/ET-XreaL_snapshot_20110505.7z/download


(BackSnip3) #386

Nice :slight_smile:
But I can’t compile a map with etxradiant! Just makes nothing when I launch Build,I use Q3map2Build and all paths are correctly set, did I do something wrong?


(Tr3B) #387

[QUOTE=BackSnip3;289284]Nice :slight_smile:
But I can’t compile a map with etxradiant! Just makes nothing when I launch Build,I use Q3map2Build and all paths are correctly set, did I do something wrong?[/QUOTE]

Make sure that etxmap.exe works at all by starting it from commandline.


(BackSnip3) #388

Yes I tried to launch the .bat myself…told me I was missing SDL.dll, I downloaded it and now it compiled fine :slight_smile:


(Tr3B) #389

Good to know. I’m going to upload an updated package soon.


(Infinitypl123) #390

The work is going good I see ;). Nice!


(IndyJones) #391

can’t wait for the playable product!


(Tr3B) #392

It is already playable. Simply extract those files over your ET installation and use ETXreaL.exe instead of the original one. I also added some fixes so you can connect to pure servers if Punkbuster is disabled.
It even worked with several mods.


(Infinitypl123) #393

When I wanted to connect to noquarter server there was an error with compability.


(BackSnip3) #394

TreB, how do you create a dynamic sunlight with a shader? It uses your dynamic sunshadow feature? I’ve seen there are new rendering cvars for it… Seeing xreal shader manual doesn’t helps on creating suns…I only saw one time xmap_sun with unexplained values, about a sky section,but trying to copy this shader gives me a full black sky and no lighting at all…
I’m talking about the screenshots you posted on this thread at page 15…


(Tr3B) #395

I uploaded a simple test_tree.map to http://sourceforge.net/projects/xreal/files/ET-XreaL/

The map should look like this:

The .pk3 contains the .map file and you have an example how the realtime light works. You also have some example flies how Doom 3 style shader look like. Usually you just need to add a light and set “parallel” “1” for its properties. It is almost the same way as in Doom 3. The only difference with XreaL is that XreaL uses the Q3A style global sun light direction for the light direction. You can add multiple sun light volumes into your map but make sure that they don’t overlap.


(Tr3B) #396

ETPro and noquarter don’t work because they check the ET.exe. If they don’t cooperate and add a check for ETXreaL.exe … well I don’t care. It’s your community.


(BackSnip3) #397

Thanks very much for this example map.
In fact I already tried using parallel lights but the shadows gave me some weird effect…so I though I was wrong.
I have this weird effect also when I play your sample map, there is something strange in the shadows, my dad told me it’s called cross-color but I can’t find a picture of it on the internet, so I created it using a 3d program:


That’s what I get with the shadows ingame(but I couldn’t take a screenie, the effect is too small), and I hope it’s not normal…what could cause such a thing?


(Tr3B) #398

The sun shadow mapping needs more work. It is not 100% stable. cg_shadows 4 works best for me and that was used to create the shadows above. I only know that you should avoid cg_shadows 6 with it. That causes similar problems and is a result of numeric problems with the texture format used there.


(BackSnip3) #399

Ah okay,I was using cg_shadows 6 ^^
Thanks again for your explanations TreB :slight_smile:

EDIT: I tried recompiling the map and I don’t get the exact same result as you, my lightmaps look bull****,and my bsp file is much smaller, also ingame the tree is almost totally lit while in yours the backfaces are correctly shaded, dunno if it has something to do with my low quality lightmap…


<-- my compile

<-- your compile

I think you used special commands or something, I tried changing samplesize but it does no difference, my lm_0000.png is pitch black and my lm_0001 makes incredibly small squares for the walls. I use the q3map2build tool in the etxradiant folder and run “NORMAL” compile on all stages.

Thanks in advance for your help and explanations TreB :slight_smile:

Btw the trees are killing my fps, when I use r_showtris I see it is ruled by CPU calcultation(in red right?), I though using r_vbodeformvertexes but it doesn’t changes it.


(Tr3B) #400

Yes red triangles are the slower CPU path.

I also get some performance problems with cascaded shadows since the last changes. I doubt that it is r_vboDeformVertexes 0. BTW enabling it requires to start the engine with +set r_glCoreProfile 1 which activates the OpenGL 3 mode. However r_vboDeformVertexes is broken in the last snapshot … so be patient, please. :slight_smile:

Don’t forget to include the .shader files to scripts/shaderlist.txt.

q3map2build.exe generated this for me:


"R:\Projects\ET-XreaL\etxradiant\ETXMap.exe" -fs_basepath "R:\Projects\ET-XreaL" -fs_game "etmain" -meta -v "R:\Projects\ET-XreaL\etmain\maps	est_tree.map"
"R:\Projects\ET-XreaL\etxradiant\ETXMap.exe" -fs_basepath "R:\Projects\ET-XreaL" -fs_game "etmain" -vis "R:\Projects\ET-XreaL\etmain\maps	est_tree.map"
"R:\Projects\ET-XreaL\etxradiant\ETXMap.exe" -fs_basepath "R:\Projects\ET-XreaL" -fs_game "etmain" -light -fast -filter -patchshadows -shade -samplesize 4 -lightmapsize 2048 -shadeangle 179 "R:\Projects\ET-XreaL\etmain\maps	est_tree.map"