XreaL renderer to be ported to Wolf:ET


(pred4to5) #1

Great news from the QuakeCon 2010. id Softare released the Wolfenstein: Enemy Territory source code under GPL terms.

I’m going to create a new branch called ET-XreaL soon. It will contain the vanilla ET engine with the renderer replaced by the XreaL one.

I already diffed the vanilla Q3A renderer code with the ET one and there aren’t many changes. Most changed lines contain the new skeletal animation code and there is some new foliage and decal rendering code. It is not particular difficult to merge those changes into the XreaL renderer.

I also need to fix a few things. The XreaL renderer is compatible to most Q3A shader keywords but a few are broken because compatibility to old assets had no priority in the original XreaL game project.

And that’s the next point. As some people expected … the original XreaL game project is dead and I won’t waste my resources on dealing with artists again.

The ET-XreaL branch will be an engine project which is interesting for ET mod people.

I haven’t worked on the renderer for almost a year. However I would like to demonstrate a feature that I developed last year.

Parallel Split Shadow Maps (PSSM) for sun shadows.

http://www.youtube.com/watch?v=vWkhyIeEfjY

Imagine. ET could look like that.

It is a demonstration map for testing parallel split shadow maps.
The grass and the trees are animated using the GPU. The scene renders at 60 fps on a Geforce 8800 and each frame contains up to 1 000 000 polygons.

SOURCE: http://xreal-project.net/?p=362


(reaply) #2

-ZOMG ZOMG ZOMG ZOMG

-I HAD A HEART ATTACK FFFFFFFFFFFFFFFFFFFFFFFFF

-PRICELESS WORDS

-:eek::eek::eek::eek:


(FFSturm) #3

That’s all great news… but :open_mouth:
Someone needs to make next-gen assets for the game.
-Textures (normal maps, specular maps, ao maps, diffuse maps…)
-Models (from high poly to low poly, baking normals).
-Redo all the maps to make optimizations, improve the lighting and portal behavior.
-New ui design.
-New sounds.
-Oh, and compatibility with the old mods. (but that won’t be a real problem, it should work by stock)

Anyway, good job :smiley:


(reaply) #4

[QUOTE=FFSturm;236351]That’s all great news… but
Someone needs to make next-gen assets for the game.
-Textures (normal maps, specular maps, ao maps, diffuse maps…)[/QUOTE]

I think it will work with the modification O_o? I think? lol :penguin:


(pred4to5) #5

The fans and logevity of this game so much apreciated deserves this work.

If will be realised, it will be before of many games, i say…

(sry bad english…)


(ischbinz) #6

hihi a good reason to improve my model skillz

-Models (from high poly to low poly, baking normals).

btw sound nice :slight_smile:


(reaply) #7

SO WHO IS READY TO GET 20 FPS!?!?!?! :stuck_out_tongue: heheehe I’m so excited I can’t help but post yet again!


(Berzerkr) #8

I have only one word for this: Awesome!


(pred4to5) #9

Axis Revenge Team knows this project? They could work together…

btw… graphic looks like “The hunter”: http://www.youtube.com/watch?v=HH7qc8XSlnc&feature=related


(IndyJones) #10

[QUOTE=FFSturm;236351]-Textures (normal maps, specular maps, ao maps, diffuse maps…)
-Models (from high poly to low poly, baking normals).
-New ui design.
-New sounds.[/QUOTE]

maybe it’s really better to use cod engine as et-type gameplay… :wink:

looking forward to see the result. i won’t get my hopes too high…


(nUllSkillZ) #11

[QUOTE=IndyJones;236367]maybe it’s really better to use cod engine as et-type gameplay… :wink:

looking forward to see the result. i won’t get my hopes too high…[/QUOTE]

COD engine is not free available.


(IndyJones) #12

i repeat, there are no needs to change the engine itself. cod has prooved that very detailed maps and high poly models used together do not have a huge impact on rendering on not so modern computers. since it’s not free engine, and require base game to use, we are already protected in some ways from cheaters. anyway, i don’t want to be acussed again by advertising for other company. it’s not my point anyway.

good luck with porting. will seriously consider reconstructing some maps if it’s done well.


(nUllSkillZ) #13

Some more links related to XReal:
Xreal
Xreal album

Another project of the Xreal developer (a “mix” of Xreal renderer and ioquake3):
Evolution Q3

Edit:

Seems that there aren’t that much Q3 engine developments out there.


(IndyJones) #14


this is also xreal.

btw i hope the author will make iron sight as well!


(stealth6) #15

We should start a community project. I think we have enough people active on the forum willing to help.


(nukits) #16

OMG awesome !! it looked even better than Crysis lol!!


(Avoc) #17

[QUOTE=IndyJones;236384]

btw i hope the author will make iron sight as well![/QUOTE]

No - I hope that iron sight will be modable into the game by other people, but I do not hope he will make ironsight himself.


(IndyJones) #18

i spoke with irata, and he said definetly ‘no’ for iron sight in nq, therefore i’d prefer if it would be supported by the engine itself.


(kamikazee) #19

What does the engine have to do with iron sights? It is nothing more than basic infrastructure, i.e. rendering models, connecting clients over the network, making a virtual filesystem and memory management available for the game code, etc…

FalckonET, EastFront, TC:E all added iron sights. It is perfectly doable in game code and is where it belongs.


(IndyJones) #20

the thing is, even if xreal will support nq by default, there is no way that nq developers will want to add iron sight… and i can’t write a mod for a mod.