ETXreaL 0.3.0


(Eonfge) #101

My Apology, I should have replayed earlier. Do mind, there is a lot going on and some comments are missed. Models now support theMD5 standard(?) and all its features. Also, the engine can take up to 1 million polygons at any one time, so that gives a lot of freedom.

an I still use animated md3s with a script mover?
To drive a tank? yes.The code to move the tank through the environment comes from the script. On the other hand, MD5 models are advised.

i prefer making a real chain model for tanks - means not just a painted moving texture link the jagtpanzer and the churchill got no “real” chains which moves around - is that still possible?
Yes, although I can’t say how well it will work. Moving planes for tracks might also be a good option. It still looks good, but saves a lot of resources.

can you add bump- and normalmaps to (existing)md3 models?
Never tried that actually… Try it out your self. We did try to add normals and such to the existing models, but I can’t see the difference.

does it support the mdm/mdx playermodels from old et?
yes, although I dis-advise you to use those because that importer/renderer won’t be improved.

does the shaders support animaps?
No idea too… A lot of features are poorly documented, so it might work. For such specific tasks, you better ask Tr3b.

I might not have told you all you want to know, but I do invite you to our IRC (see my signature / below ) to ask us more things you would like to know.


(ischbinz) #102

rly nice answer m8!

1000 thx :slight_smile:

i like to do high poly models - the quality is much better than the poor et 1000 poly models…

i ll do some experiments with md3 + normal maps (think its useless to use original models for that - too less details in there)


(Avoc) #103

The Doom 3 source code is released. Is this of interest?


(FFSturm) #104

Found it on carmack’s twitter and in Doom 3 world.

Freaking Awesome.
xD

direct link:

ftp://ftp.idsoftware.com/idstuff/source/idtech4-doom3-source-GPL.zip


(Eonfge) #105

Doom 3 Source

The Doom 3 Source is now public and licensed under GPL 3.0 This is a great day for many open source projects, and many people across the world waited in anticipation. This counts for us too, and we are really happy with the source.

Using the source in Xreal is rather obvious. There are lot of connections between both projects and and it’s worth a lot to the current development of ET XreaL (where else do you think the name comes from). I hope that with our next release, we can show many new things incorporated from the Doom 3 code.

This also helps with other projects, like The Dark Mod, our partners in crime. There is also a IO-project started, that intents to just improve the engine for the original game. Not that it will quickly beatthisDoom project, but who knows.

In more boring news, I can tell you that I added displacement maps to the textures that benefit from it, and that I’ll remove them from the ones that don’t benefit from it. That will likely make the download and loading a little faster.


(Indloon) #106

cough

So I wonder, if the project gets ever continued or not?


(Radegast) #107

No, I think it won’t. With open source projects there is always a chance that somebody comes out of nowhere and revives them, but ET:XreaL rose and fell with one man. He moved to his new private Doom 3 based project a long time ago and he has no interest in returning.


(Eonfge) #108

Dear players, fans and random internet surfers,

Moddb is a site where we host our project and that provides us with a nice hook-up to host our versions, screenshots and video’s. They now started their Mod of the Year competition, and although I very well understand that we’re not yet there yet, it can’t hurt the project if you were to kindly click the button.

ET:XreaL at ModDB

So if you like our project so far, go and spread the word.
If you don’t like it so far, feel free to comment on it or to go to sourceforge for formal inquiries and proposals.


(CoD4Fun) #109

I tested this mod, prepare for some criticism:

  • lights too op (it blinks everywhere, turn down the effects)
  • light ejection of the gun fire, this is also op (it is simply too much, and doesnt fit the game as well)
  • some textures look like plastic
  • icons above players are looking weird (too bright)
  • fueldump is one single mess (the snow looks ugly, the tank is not lit correctly, eye cancer inc.)
  • the playermodels are not lit correctly
  • the overall elements do not fit together, textures/maps/playermodels/lighting (it all doesn’t fit somehow)
  • my window size is not fullscreen on my win7
  • map loading time more than 1 minute ? what is taking so long ?
  • 1,4gig of download, comon, or did i download the wrong package (no don’t think so, et-xreal0.3.0)

(Eonfge) #110

Thanks, will try to explain some things, and will take notes of all other issue’s

  • lights too op (it blinks everywhere, turn down the effects)
    The lighting uses a new HDR system, which requires tweaking and better customisation. We are aware of this and hope to improve it over time.

  • light ejection of the gun fire, this is also op (it is simply too much, and doesn’t fit the game as well)
    A tweak-issue. Less flesh might be better, or a more advanced system with a logarithmic roll-off.

  • some textures look like plastic
    Please specify. Some textures are already revised since the previous version, and some might indeed need some work.

  • icons above players are looking weird (too bright)
    Thse are the old icons of the game. These sometimes have conflicts with the renderer. If all goes well, they will be replaced in later versions.

  • fueldump is one single mess (the snow looks ugly, the tank is not lit correctly, eye cancer inc.)
    True, I’ve redone the terrain and added better special maps too it. Hope it’s better with next release.

  • the playermodels are not lit correctly
    This follows up on the tank from previous mention. Old models do not receive dynamic lighting and shadowing by default.

  • the overall elements do not fit together, textures/maps/playermodels/lighting (it all doesn’t fit somehow)
    I hope this improves over time when we are able to add high quality models, combined with lighting improvements and new custom maps.

  • my window size is not fullscreen on my win7
    That’s a simple setting in the options menu. By default it’s not on because it’s very much a developers build.

  • map loading time more than 1 minute ? what is taking so long ?
    Some bad texture usage. Some things are not as optimised as can be, and some textures are loaded but not actually required. I fixed some of this is for the next version, although the heavy optimisation that can be achieved by merging displacement maps into the normal maps alpha is still debated.

  • 1,4gig of download, comon, or did i download the wrong package (no don’t think so, et-xreal0.3.0)
    That’s correct. You got the right package, that contains all the new textures on high quality and new high quality skymaps. Because of this (and some of previous point) the package is large. Mind you, it won’t go down. Some people call for even less compression on the assets, something I disagree with because texture size is no longer the limiting factor. Point is, now we have a change to build a fully open source version of this game, that can be supported for many years. Cutting corners now, for issue’s that might be non existent 2 years from now, feels like a bad choice.

Hope this explains your concerns. If you got any other questions, feel free to ask.


(Indloon) #111

Add a case for boom effect usage at etx_fueldump.
If this thing exicts:D

But I’m glad that dersaidin have found ETXreal.
Good coder:)


(Dragnadh) #112

any new updates?


(sanDIOkan) #113

the only problem is that after all this job to get a shiny et, people tweaks cfgs and the graphic falls down into the 2006…
useless garbage :slight_smile:


(CoD4Fun) #114

[QUOTE=sanDIOkan;389286]the only problem is that after all this job to get a shiny et, people tweaks cfgs and the graphic falls down into the 2006…
useless garbage :)[/QUOTE]

Yeah, but only pros tweak their graphics, or kiddies trying to be wannabe pro, or people with computer issues. In any way, such an application shouldn’t be targeted at such people, since they generally refuse the new, and keep sticking to the old, which can be seen by their since years not changing pro mappool.

Normal people and your everyday user use normal settings, which is the broad majority!

By the way: you have pro background ? :stuck_out_tongue: eim2ndaccount ? :slight_smile:


(Indloon) #115

Well when I first saw this picture, I was like: “OMG, these trees and sky!”.

But when I came across ET:Xreal pictures, like this:

You see, that ET:Xreal looks quite poor compared to original Xreal. :-p


(Eonfge) #116

I don’t really follow you there indloon. Do you want to know why the grass textures don’t look like the trees, or why there is no grass on the hillslope?

In both cases: Assets.

I don’t have such HQ trees for ET and it will take some time before I do have them. It’s a nice goal to have such detailed trees, but those are quite labour intensive.
The grass has been removed because of us manually converting and compiling the original source files. I’m also not sure if we should even bring it back, most people seemed to hate it in the first place.

Also, the public version you’re looking at has the old shader code, so the terrain in front of you looks worse then it actually is. The new version of ETX will have all such things fixed, new graphics in some parts and new menu’s that make more sense in the modern wide-screen age.


(Indloon) #117

Take a look at this->

And now to this->

//youtu.be/vWkhyIeEfjY

See the difference?


(XaNaX) #118

is there anyway to force a video card to support open gl 3.2 or whatever it is you need to run. when i try to run i get message sayin open gl cant load or something. i have nvidia 6150se it runs ET fine but i cant get etxreal to load


(Mateos) #119

No, it needs to support it first. If so, try updating your graphic card driver, it worked for me :slight_smile:

Btw is the wooden electric stuff visible now? And the trigger_hurt correctly triggered? :slight_smile:


(squirtsoda) #120

Sry man, but your card doesnt support Opengl 3.0 or beyond, only Nvidia 8000 and ATI/AMD HD3000 series and above support Opengl 3.0 and above. Opengl 3.0 was basically the Opengl response to directx 10, so in a sense, all dx 10 cards are Opengl 3.0, all dx9 cards were Opengl 2.0, and all dx11 cards are Opengl 4.0. Directx 10 was not out until 2007, your card is 2 years prior to that.