Et: Xreal


(Dushan) #141

This is better, or I believe its better …
I separated XreaL engine from ET:XreaL (ETXreaL.exe - 1.2 MB) execute to separated file (rendererGL3.dll - 1.4 MB) and added old engine from ET (rendererGL.dll - 0.6 MB) …

Now we have better control over engines in game … Client can easily change engines now in CVAR cl_renderer (default is GL3) cl_renderer = GL3 … So anybody who want to change engine to just change “cl_renderer” cvar to “GL” and restart video with “/vid_restart” in console. It will override config from XreaL engine …
WARNING : if GLSL files are in sill in server… it will screw up game in old ET engine …

And from now server NEED two DLL files (rendererGL3.dll and rendererGL.dll (optional) (rendererGL3.dll is loaded by default)) to start.

Also fixed support for OpenAL in XrealET (here is one photo with OpenAL support in ET:Xreal) OpenAL32.dll is optional and if anybody want to use it, it need to be in root folder where are your rendererGL.dll, rendererGL3.dll and ETXreaL.exe. EDIT - it work also if you have OpenAL32.DLL in Windows\System32 folder (tested)


Apparently my flamethrower bug was because of bug in OpenAL support for ET:Xreal …
There are still shaders and texture problems with flamethrower, but now game will not exit to main menu if you shoot from it …


(Kic) #142

Dushan , but tr3d ( all How He is called ) , developer of engine one time posted natural scene with trees and grass with information that ET-xreal render without problem 1 000 000 or maybe 100 000 polygons . Site is Now down and I cant remember


(Dushan) #143

r_maxPolys = ri.Cvar_Get(“r_maxpolys”, “10000”, 0); // 600 in vanilla Q3A
AssertCvarRange(r_maxPolys, 600, 30000, qtrue);

In ET:XreaL engine located in tr_init.c (src/engine/rendererGL3/tr_init.c), line 1636.
check yourself if you dont believe


(BackSnip3) #144

Kic is right,it was said it(the game) was running at 60 fps with 1 Million polygons and some sun parralel shadowing or something like that,also he said it was handled by GPU the foliage models…


(Dushan) #145

ye I know.
here is link http://www.youtube.com/watch?v=vWkhyIeEfjY

but code and settings in ET:Xreal say different … but still its OK and good (better then old ET engine)


(daz2007) #146

Xinput is needed for proper 360 Controller Support


(IndyJones) #147

X360 controller support would be really great! but players using the controller should play only with other players with controllers. maybe a cvar? aim assistance would be required in this case.


(Dragnadh) #148

Controller support is the last thing we need…


(BackSnip3) #149

Sure, it’s quite useless in my opinion to be on pc and play with a controller -_-
I’d prefer having the engine ready on graphics before…
Btw dunno if it’s fixed now,cause I don’t know compiling(I use an old compiled build on this topic of november), but the playermodels are buggy, probably gpu acceleration for playermodel or something like that,it stretches all polygons,especially when I try to test playermodels…



While it works perfectly in ET.

Also I’m so noob with xreal, I can’t get a sky shader to make a sun with dynamic shadows, I must use pointlights.:confused:


(Dushan) #150

My photos from ET:XreaL



EDIT - Original ET photos




(BackSnip3) #151

Even on stock models…


(Dushan) #152

ok … because I dont know anything about graphics, models and stuff like that can somebody explain to me what is that?
and is this really bug?

because for me it isnt. but I could be wrong

EDIT: just that you know … I have several warnings

After little investigation I found that graphics glitch’s aren’t from engine … they are from player models and maps …

WARNING: more the one deformVertexes command in shader ‘textures/egypt_props_sd/siwa_canvas1’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/rock_edged’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/sand_dirt’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_6to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_5to6’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_4to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_3to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_3to6’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_3to5’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_2to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_2to3’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_1to4’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0to6’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0to5’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0to3’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0to1’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_6’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_5’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_4’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_3’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_2’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_1’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0’

WARNING: R_FindImageFile could not find image ‘heightMap (models/weapons2/hand16, 1)’ in shader ‘models/weapons2/mp40/hand16’
WARNING: R_FindImageFile could not find image ‘heightMap (models/weapons2/hand16, 1)’ in shader ‘models/weapons2/mp40/hand16’
Shader models/weapon2/mp40/hand16 has a normalmap stage with no image
Shader models/weapon2/mp40/hand16 has a normalmap stage with no image

Just that you guys know …
That was warnings what I have on map


(BackSnip3) #153

Well the bones from .mdm models don’t deform same way as in old ET…
I don’t know from where it comes,i think i’ve seen as I said there was some GPU acceleration for bones animations,in old site with milestones, and it was not 100% complete if I remember…


(Dushan) #154

ok … because I dont know anything about graphics, models and stuff like that can somebody explain to me what is that?
and is this really bug?

because for me it isnt. but I could be wrong

EDIT: just that you know … I have several warnings

After little investigation I found that graphics glitch’s aren’t from engine … they are from player models and maps …

WARNING: more the one deformVertexes command in shader ‘textures/egypt_props_sd/siwa_canvas1’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/rock_edged’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/sand_dirt’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_6to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_5to6’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_4to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_3to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_3to6’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_3to5’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_2to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_2to3’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_1to4’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0to6’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0to5’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0to3’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0to1’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_6’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_5’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_4’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_3’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_2’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_1’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_0’

WARNING: R_FindImageFile could not find image ‘heightMap (models/weapons2/hand16, 1)’ in shader ‘models/weapons2/mp40/hand16’
WARNING: R_FindImageFile could not find image ‘heightMap (models/weapons2/hand16, 1)’ in shader ‘models/weapons2/mp40/hand16’
Shader models/weapon2/mp40/hand16 has a normalmap stage with no image
Shader models/weapon2/mp40/hand16 has a normalmap stage with no image

Just that you guys know …
That was warnings what I have on map


(Dushan) #155

OK OK. my mistake :o sorry
Think first before you write something
:o sorry

this is warnings for player model

WARNING: R_LoadMDM vertex 233 requires 5 instead of maximum 4 weights on surface (1) in model ‘models/players/temperate/axis/soldier/body.mdm’
WARNING: R_LoadMDM vertex 233 requires 5 instead of maximum 4 weights on surface (1) in model ‘models/players/temperate/axis/engineer/body.mdm’
WARNING: R_LoadMDM vertex 233 requires 5 instead of maximum 4 weights on surface (1) in model ‘models/players/temperate/axis/fieldops/body.mdm’
WARNING: R_LoadMDM vertex 233 requires 5 instead of maximum 4 weights on surface (1) in model ‘models/players/temperate/axis/cvops/body.mdm’

Photo of fixed “bones animations” how you say :slight_smile:






(daz2007) #156

WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_6to7’
WARNING: detail keyword not supported in shader ‘textures/mp_siwa/lmterrain_5to6’
ect…

textures/mp_siwa/lmterrain_6to7
{
q3map_baseshader textures/mp_siwa/lmterrain_base
surfaceparm landmine
surfaceparm gravelsteps

{
map textures/desert_sd/sand_gravels_bright.tga
rgbgen identity
}
{
map textures/desert_sd/sand_dirt_medium.tga
rgbgen identity
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO

}
{
map textures/detail_sd/sanddetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
detail
tcMod scale 6 6
}
}

I Believe the “Detail” is used to draw the texture Twice for higher detail when "r_detailtextures “1” is enabled.

WARNING: more the one deformVertexes command in shader ‘textures/egypt_props_sd/siwa_canvas1’

textures/egypt_props_sd/siwa_canvas1
{
cull disable
deformVertexes wave 100 sin 0 2 0 .3
deformVertexes wave 30 sin 0 2 0 .1

nofog
surfaceparm alphashadow
surfaceparm nomarks
surfaceparm trans
tessSize 64
implicitMap -
}


(ailmanki) #157

Thanks you Dushan!


(Dushan) #158

it’s still going to need updated textures, models, etc to take full advantage of new engine renderer …

EDIT: … I believe that I can even add celshading support in ET:Xreal …
That few photos of celshading here in forum were mine (I believe that topic had name “Shaders - some try”) …
Those photos was from my playing with old ET engine …
Am really interested in adding that to ET:XreaL and see result …


(Shanks) #159

I’ve experimented with Cel-Shading in the original code (i.e. not xreal). The problem with it is that the rendered is a complete mess with a ton of hackish code so that would need to be cleaned up before implementing it. But luckily xreal uses shaders so you could probably implement it a lot easier using a shader. It’d probably look better and require a lot less coding with a shader too.


(Dragnadh) #160

[QUOTE=Dushan;267359]it’s still going to need updated textures, models, etc to take full advantage of new engine renderer …

EDIT: … I believe that I can even add celshading support in ET:Xreal …
That few photos of celshading here in forum were mine (I believe that topic had name “Shaders - some try”) …
Those photos was from my playing with old ET engine …
Am really interested in adding that to ET:XreaL and see result …[/Quote]
Same, I am interested also.