any new development/progress?
Et: Xreal
well, I’ve got one project in development: Etx_beach (a remake of rtcw mp beach).
It just need time.
[ul]
[li]New art for Fueldump
[/li][li]Gameplay and design fixes for Fueldump
[/li][li]New High Quality skyboxes
[/li][li]Some bugfixes
[/li][/ul]
See MODDB for some other info.
Any Chance to tesselate the Blocky/Triangular Terrain on the old Maps, would make all the Difference
I don’t understand why it is so much “glow”… see what I mean, every single picture from et:xreal has so much glow… where is the beauty in that, so unrealistic, then old render is better :S
It’s the hdr used in the mapper’s config.
Maps should be remade to take use of that advantage. Old maps are incompatible thus making it look… what you see.
Take a look to next gen material tutorials and hdr rendering. The NORMAL map, SPECULAR map, DIFFUSE map, and other maps like AO, are the most important (especially the normal map, thats where all the detail is done).
Throwing all the details in a COLOR/DIFFUSE map is just wrong (Except, if you are making a terrain baked texture, AKA megatexture).
Light placement and light materials are also important.
I recomend you to take a look to this, it’s a simple tutorial about details and rock design, its not really advanced but it will give you in a direction:
and don’t forget this rule:
http://www.katsbits.com/tutorials/textures/how-not-to-make-normal-maps-from-photos-or-images.php
Here there are some tests of Fueldump map using those materials and post process effects:
[QUOTE=FFSturm;357043]It’s the hdr used in the mapper’s config.
Maps should be remade to take use of that advantage. Old maps are incompatible thus making it look… what you see.
Take a look to next gen material tutorials and hdr rendering. The NORMAL map, SPECULAR map, DIFFUSE map, and other maps like AO, are the most important (especially the normal map, thats where all the detail is done).
Throwing all the details in a COLOR/DIFFUSE map is just wrong (Except, if you are making a terrain baked texture, AKA megatexture).
Light placement and light materials are also important.
I recomend you to take a look to this, it’s a simple tutorial about details and rock design, its not really advanced but it will give you in a direction:
and don’t forget this rule:
http://www.katsbits.com/tutorials/textures/how-not-to-make-normal-maps-from-photos-or-images.php
Here there are some tests of Fueldump map using those materials and post process effects:
Can the xreal engine produce the same quality maps as those shown in overdose(particular the fueldump one).
Yes, It’s possible. Technically, we are at roughly the same point. The problem is backwards compatibility and time considerations. They have been working on one map and a few dozen assets for quite some time. If we want to publish a source port that can gradually develop, supports old maps and dedicated players, we have to cut corners and have a sharp roadmap.
In this project, I would like to follow projects like Skulltag, EzQuake and Urban Terror. Better to start a whole series of innovations and continuous developments, then to lock the source and detach yourself of any active community.
This is ahigh-end tech demo from a few years ago.
[QUOTE=Eonfge;357339]Yes, It’s possible. Technically, we are at roughly the same point. The problem is backwards compatibility and time considerations. They have been working on one map and a few dozen assets for quite some time. If we want to publish a source port that can gradually develop, supports old maps and dedicated players, we have to cut corners and have a sharp roadmap.
In this project, I would like to follow projects like Skulltag, EzQuake and Urban Terror. Better to start a whole series of innovations and continuous developments, then to lock the source and detach yourself of any active community.
This is ahigh-end tech demo from a few years ago.[/QUOTE]
Have you Seen Bersekrer Quake II http://www.youtube.com/watch?v=aGYlop9QAQw&feature=related
That the Sorta Upgrade that Should be Done
A singleplayer would be pretty boss. I suppose NPC support could be ported over from the WolfRTCW, since the SP is also open source.
We fully support Omni-bot, will that do?
Have you Seen Bersekrer Quake II http://www.youtube.com/watch?v=aGYlo...eature=related
That the Sorta Upgrade that Should be Done
Yeah, Berserker Quake II is kick-ass, although I don’t speak Russian*, making installing it hard. I can’t list all great source ports. Many have risen.
For Some reason Splash damage Removed “surfaceparm lava” from ET Engine, put it back in Engine pls
Some door noises are also missing, maybe do it step by step, first step is the game itself (Textures, effects), then editor? All at once, not sure it fine?
Actual NPCs might be better, if it’s gonna be a real SP with a “story” or whatever. Would allow more advanced techniques to be used, since you can assign specific animations/sounds to be used by a npc. A good example would be those zombie warriors in the RTCW SP. Of course, if you want to play a “MP” game on your own, bots are perfect.
Assigns to the texture the game properties set for lava. This affects both the surface and the content of a brush.
From Q3Map2 Shader Manual
It should be lighting and burning?
Who ever is interested in ET:XreaL should be on the IRC channel #xreal at freenode.
However, who doesn’t want to run or install an IRC client should have a look from time to time on the moddb page of et:xreal or the sourceforge page.
I am not involved in this project, but currently what I heard and what I’ve seen is, that all the stock textures are being replaced by next-gen ones and that fueldump and battery are on the way being finished/ready to play soon.
I am Trying to Port WF Temple to ET:Xreal, I created about 40 Bump Maps but the Map does not work in ETXreal
I get the evil Z_malloc error of 16mbs
http://et.trackbase.net/index.php?mod=mapinfo&midx=5041
http://filebase.trackbase.net/et/maps/wf_temple_c14.pk3
someone try this map with ETxreall, i cant get it to work!!!
