Made lots of Improvements
Map now runs 60fps
So when it will be released if i may to know? But few pages earlier i saw links for these files. I tink its beta version only for test but would be nice to test :>
BTW. I have a question which concerns to this new engine. It supports more than 1 core and newer gpu?
[QUOTE=.sâŚ;399213]So when it will be released if i may to know? But few pages earlier i saw links for these files. I tink its beta version only for test but would be nice to test :>
BTW. I have a question which concerns to this new engine. It supports more than 1 core and newer gpu?[/QUOTE]
I donât know when I will release this, but soon⢠I will provide some beta âtestingâ build
OpenMP inside engine is only experimental and never completed. I was interested in moving loops in parallel and see how much performance increase I will get with that. Because of that you can see in some picture 99% usage of 4 CPUâs (I have AMD Phenom 9550)
Just to show you that in programming everything is possible.
In next three pictures you can see that I have merged part of Doom3 code (idLib and collision model (CM) part). I can generate same â.cmâ (what defines the collision geometry in the map) files for maps like in Doom3. (and btw can write my own export/import to Maya)
That water⌠well, close enough, but you should add cvars for the noise and values, so it could be easier to find correct and right values for great looking water. It looks little weird now, maybe because of no texture, but⌠whatever :rolleyes:
Dushan, I think you are interested of lighting on the water,eh?
SVN: https://gforge.inria.fr/scm/viewvc.php/trunk/?root=proland
Yap, thats in OpenGL.
I have successfully fixed ârotoscopeâ feature in OpenWolf.
Also in next two pictures you can see direct comparison between ETXreaL and OpenWolf inside âtest_treeâ map.
First photo is taken from ETXreaL moddb page
ETXreaL
OpenWolf
Maybe ETXReaL had troubles to load all the HD stuff, I dunno if you have already replaced all textures Dushan? If not yet, it could explain why thereâs not any loading time issue yet
This are my experiments with liquid water effects in random maps
Keep in mind that this should be done by somebody who actually know to work with shaders
I have changed water shaders inside âVenice_ne4â and âOasisâ map.
Just one note There is difference in liquid shader script between âVenice_ne4â and âOasisâ
Exellent Dushan, I like the shadows very much, the water is getting better and better I must admit
Ah, I would want to help You with GLSL shaders.
But I donât have a card what supports OpenGL 3.2,so I donât know what I get
But this will change in summer!
I have added possibility that game check for OpenGL capability of your GPU, and based on that if your GPU is supporting OGL 1.1 to automatically set old vanilla ET renderer, and if your GPU is supporting OGL > 2 to set to XreaL.
Please donât ask me about performance on older systems with XreaL renderer.
[QUOTE=Dushan;400450]
I have added possibility that game check for OpenGL capability of your GPU, and based on that if your GPU is supporting OGL 1.1 to automatically set old vanilla ET renderer, and if your GPU is supporting OGL > 2 to set to XreaL.
Please donât ask me about performance on older systems with XreaL renderer. :)[/QUOTE]
Heh,I better get on newer OpenGL series than older ones.
But currently enjoying modding ET with my old PC⌠(Damn, creating parabolic vector is pain in headâŚdamn you plane model ) D:
[QUOTE=Dushan;399821]
In next three pictures you can see that I have merged part of Doom3 code (idLib and collision model (CM) part). I can generate same â.cmâ (what defines the collision geometry in the map) files for maps like in Doom3. (and btw can write my own export/import to Maya) :)[/QUOTE]
I started creating Wolf3D SP in Doom 3,
http://www.doom3world.org/phpbb2/index.php
I already created the first 3 levels, the problem with Doom 3, its assets are useless, although we do have Mecha Hitler in md5 format.
Can Openwolf be used to create a Single Player game, because i want to migrate Wolf3D SP into Openwolf.