Tremulous Forum

Community => Mod Ideas and Desires => Topic started by: harraps on June 27, 2010, 01:48:09 pm

Title: tremulous in High quality
Post by: harraps on June 27, 2010, 01:48:09 pm
Hello, I was thinking that tremulous can be easily upgraded in HD like halo 3
We can do that with one thing
bump maping
I testing it on a dretch
and it's working.

some screens
in low quality
(http://moe.mabul.org/up/moe/2010/06/27/img-14504520zpx.jpg) (http://mabul.org/)

in high quality
(http://moe.mabul.org/up/moe/2010/06/27/img-145130mlzmm.jpg) (http://mabul.org/)
If the high quality is ugly it's because I have used the dretch texture to bump map


With a tyran it's amazing
(http://moe.mabul.org/up/moe/2010/06/27/img-150830h1b66.jpg) (http://mabul.org/)
(http://moe.mabul.org/up/moe/2010/06/27/img-15050828phv.jpg) (http://mabul.org/)

Does the quake3 engine can use bump map ?
Title: Re: tremulous in High quality
Post by: Redman on June 27, 2010, 02:53:13 pm
Bumpmapping would look great but idtech3 is 10 year old engine and it doesn't support it. I hope someone will put xreal renderer into Tremulous so we could have bumpmapping and other nice graphic effects.
Title: Re: tremulous in High quality
Post by: harraps on June 27, 2010, 09:48:46 pm
But xreal is already unvalable for quake3
so it's already unvalable for tremulous, isn't it ?
Title: Re: tremulous in High quality
Post by: gimhael on June 28, 2010, 06:22:03 pm
like this ?

(http://img704.imageshack.us/img704/5343/shot0002c.jpg) (http://img704.imageshack.us/i/shot0002c.jpg/)
Title: Re: tremulous in High quality
Post by: harraps on June 28, 2010, 07:36:27 pm
OH MY GOD !!!
(http://moe.mabul.org/up/moe/2010/06/28/img-203421mggzb.jpg) (http://mabul.org/)

I WANT IT !!!
god job...
sorry good job
Title: Re: tremulous in High quality
Post by: GLAMEOW on June 28, 2010, 08:22:21 pm
looks pretty awesome
Title: Re: tremulous in High quality
Post by: CreatureofHell on June 28, 2010, 10:05:36 pm
Shiny Metal Tyrant  8)
Title: Re: tremulous in High quality
Post by: CorSair on June 28, 2010, 10:20:31 pm
Whoa.....

And that rant. It looks even more awesome.

Nice work, can't say more.
Title: Re: tremulous in High quality
Post by: harraps on June 29, 2010, 10:17:55 am
How do you do that ?
Where do you get that ?
Does it work on a mac ?

please answer to my questions
Title: Re: tremulous in High quality
Post by: gimhael on June 29, 2010, 06:56:49 pm
I used a modified renderer (patch is here (http://patches.mercenariesguild.net/index.php?do=details&task_id=231&project=4)) and a normalmap generated with the gimp normalmap plugin.

That patch runs for hours on my Linux/NVidia box, but leaks memory like hell on my Windows/ATI box and AFAIK it was never tested on a Mac.

So there is still a bit of work ahead....
Title: Re: tremulous in High quality
Post by: Odin on June 30, 2010, 01:33:48 am
Hmm, it seems to crash Trem on my box with a segfault. Running x86_64 debian testing.
Title: Re: tremulous in High quality
Post by: Chomps123 on July 27, 2010, 03:18:32 am
how do you put in the patch into the game?
Title: Re: tremulous in High quality
Post by: Aelita on July 27, 2010, 09:28:52 pm
That is one wrinkly fucking dretch.

Also, I've tried to apply this patch to my modified TremFusion client I use, but christ, it's a soupy swamp of rejects. Maybe one day I'll get it working. :3
Title: Re: tremulous in High quality
Post by: gimhael on July 28, 2010, 10:01:02 am
Tremfusion has a few renderer additions (bloom, cel-shading) that will cause conflicts. The patch is based on the standard renderer, but there are some problems. It just never seems to work for other people. I'll try to have a fixed patch ready on the next weekend.
Title: Re: tremulous in High quality
Post by: Aelita on July 28, 2010, 10:15:30 am
Shoot me a PM if you want a beta tester. I'm willing and able to compile on Linux and maybe MacOS if I can get my Mac to boot.
Title: Re: tremulous in High quality
Post by: SlackerLinux on July 28, 2010, 01:04:37 pm
ill give it another try too so make sure to keep your patches uptodate
/me now wonders where he put his trem source(been a while)
Title: Re: tremulous in High quality
Post by: Chomps123 on July 30, 2010, 09:39:25 pm
what do you do with this file?

do you put it in the base folder like you would with a pk3?
Title: Re: tremulous in High quality
Post by: Aelita on August 02, 2010, 01:34:51 am
It's an engine rework. You compile it into a binary and run it instead of your regular Trem client.
Title: Re: tremulous in High quality
Post by: cron on December 07, 2010, 03:20:05 pm
Necro Bumpy Granger is not happy that this thread hasn't gotten more attention.

(http://i.imgur.com/HCFA0.jpg)
Title: Re: tremulous in High quality
Post by: Asvarox on December 07, 2010, 05:14:33 pm
that Necro Bumpy Granger is dead, and its claws fangs looks really strange :P We need higher quality/resolution/whatever bump maps or however it's called.
Title: Re: tremulous in High quality
Post by: CreatureofHell on December 07, 2010, 07:56:43 pm
Nooooooo!!!!!! You can't make ugly grangers!  >:(
Title: Re: tremulous in High quality
Post by: Haraldx on December 15, 2010, 04:15:36 pm
bump-map is ugly... seriously... I haven't seen a single game where bump mapping looks great...
Title: Re: tremulous in High quality
Post by: cron on December 24, 2010, 07:15:21 pm
Perhaps posting a pic of Necro-Bumpy-Granger prematurely was a bad idea. For clarification, the normal map for bump mapping on the Granger was made in about 2 minutes, and was just a test. It in no way represents what nice bump mapping on the Aliens should look like.
Title: Re: tremulous in High quality
Post by: jm82792 on January 12, 2011, 01:38:57 am
This is awesome, I'd like to help with the maps as I need some texture painting practice.
Now get on with soft shading! :)
Now that you have created the capacity artists can exploit them.

Title: Re: tremulous in High quality
Post by: freezway on January 12, 2011, 02:32:20 am
normal mapping or parallax mapping would be better.
Title: Re: tremulous in High quality
Post by: jm82792 on January 12, 2011, 02:40:31 am
Well I'm not going to be picky :)
Title: Re: tremulous in High quality
Post by: swamp-cecil on January 12, 2011, 03:06:59 am
Necro Bumpy Granger is not happy that this thread hasn't gotten more attention.

(http://i.imgur.com/HCFA0.jpg)
That granger is dead! BANHAMMAH CRON!
Title: Re: tremulous in High quality
Post by: jm82792 on January 12, 2011, 04:32:38 am
So keep in mind your instructing a total compiling idiot here but how do I make the patch work?
And how do I get it to utilize my bump maps?
Title: Re: tremulous in High quality
Post by: freezway on January 12, 2011, 05:28:32 am
eh, i'll write a tut later, anyway all i can get it to do is segfault:
Code: [Select]
****LOTS OF STUFF ABOVE THIS****
Loading vm file vm/ui.qvm...
File "vm/ui.qvm" found in "/opt/tremulous/base/vms-1.1.0.pk3"
...which has vmMagic VM_MAGIC_VER2
Loading 1075 jump table targets
total 0, hsize 1021, zero 1021, min 0, max 0
total 4771, hsize 1021, zero 33, min 0, max 17
VM file ui compiled to 1674016 bytes of code (0x7f54e3bc6000 - 0x7f54e3d5eb20)
compilation took 0.769078 seconds
ui loaded in 4596672 bytes on the hunk
Segmentation fault
Title: Re: tremulous in High quality
Post by: CATAHA on January 12, 2011, 01:54:13 pm
bump-map is ugly... seriously... I haven't seen a single game where bump mapping looks great...
So all modern games suck for real? Most of them use bump-mapping. =D
Title: Re: tremulous in High quality
Post by: CreatureofHell on January 12, 2011, 03:31:10 pm
bump-map is ugly... seriously... I haven't seen a single game where bump mapping looks great...
So all modern games suck for real? Most of them use bump-mapping. =D
He didn't say they suck he just said bump-mapping looks ugly. It has nothing to do with gameplay.
Title: Re: tremulous in High quality
Post by: Haraldx on January 12, 2011, 05:31:36 pm
bump-map is ugly... seriously... I haven't seen a single game where bump mapping looks great...
So all modern games suck for real? Most of them use bump-mapping. =D
He didn't say they suck he just said bump-mapping looks ugly. It has nothing to do with gameplay.
Exactly, all I can say to CATAHA is "Graphics noob!". If there is a possibility, I always turn off bump-mapping, bloom, motion blur (unless it looks good in some situations but I still mostly just turn it off) and other stuff that was invented in the past years to make games look "realistic"... wait, those game don't look realistic when you turn everything on the maximum...
Title: Re: tremulous in High quality
Post by: Pazuzu on January 12, 2011, 05:39:53 pm
I always turn off bump-mapping, bloom, motion blur (unless it looks good in some situations but I still mostly just turn it off) and other stuff that was invented in the past years to make games look "realistic"... wait, those game don't look realistic when you turn everything on the maximum...
Bump mapping doesn't make a game look more realistic? So all the surfaces are perfectly flat in the universe you live in?
The key here is moderation. If you "turn everything on the maximum", as you put it, of course it's going to look like a bad anime. Used lightly, they definitely make the game a bit more realistic. Especially decent mapping. You keep bitching about bump mapping, but most games have moved on to normal/parallax mapping.
Title: Re: tremulous in High quality
Post by: CATAHA on January 12, 2011, 07:41:40 pm
Exactly, all I can say to CATAHA is "Graphics noob!". If there is a possibility, I always turn off bump-mapping, bloom, motion blur (unless it looks good in some situations but I still mostly just turn it off) and other stuff that was invented in the past years to make games look "realistic"... wait, those game don't look realistic when you turn everything on the maximum...
It only proves your bad taste in choice of games. If bump\etc always crappy how it can looks good? Its just question of game developers skill. As i noticed before - you can make ugly looking game with high-end engine if you suck, but if you pro you can move any engine to it limits. I can bet in most cases dont even know that your game using such technologies. You're just convinced that all the ugly is made on these technologies, and can not imagine what could be otherwise. Funny situation.
Title: Re: tremulous in High quality
Post by: jm82792 on January 13, 2011, 04:28:47 am
Windows compile please?

Title: Re: tremulous in High quality
Post by: Haraldx on January 13, 2011, 04:57:09 pm
Exactly, all I can say to CATAHA is "Graphics noob!". If there is a possibility, I always turn off bump-mapping, bloom, motion blur (unless it looks good in some situations but I still mostly just turn it off) and other stuff that was invented in the past years to make games look "realistic"... wait, those game don't look realistic when you turn everything on the maximum...
It only proves your bad taste in choice of games. If bump\etc always crappy how it can looks good? Its just question of game developers skill. As i noticed before - you can make ugly looking game with high-end engine if you suck, but if you pro you can move any engine to it limits. I can bet in most cases dont even know that your game using such technologies. You're just convinced that all the ugly is made on these technologies, and can not imagine what could be otherwise. Funny situation.
As I said, I haven't seen any game doing good work with the bump-mapping, maybe I'm just playing the wrong games. For now, I think, gaming graphics technology should be pushed up for more detailed models and textures (especially textures). And yes - it also depends on who made the game, a pro or noob. I really hate when there is effect over-use, I'm not going to call anything in names *Cough* ENB Series for GTA SA *Cough* , but it's hell of an annoying seeing bloom being used on every wall that has sun shining up on it.
Title: Re: tremulous in High quality
Post by: CATAHA on January 13, 2011, 05:12:31 pm
Games long time mainly based on shaders, not plain textures. Bump-mapping, etc - part of this process.
Title: Re: tremulous in High quality
Post by: KillerWhale on January 14, 2011, 12:22:05 am
If you say you've never seen bumpmapping used well, you haven't played a video game in quite a long while.

Take Oblivion for example: Most of the details are bumpmaps; all but the basic structures in fact.
Perhaps you've played any sci-fi game in the last five years? All those wires and pipes, tiles, bricks: bumpmapping.
Played any game where there's a tile floor? All of that grout and all of those bevels are bumpmapping.

The reason you think you haven't seen bumpmapping used well is because you only notice the bad bumpmapping as bumpmapping.
You notice the good bumpmapping as detail.
Title: Re: tremulous in High quality
Post by: cron on January 30, 2011, 04:00:37 am
The Unvanquished (http://unvanquished.net/forum/) is hosting a new community-driven project called TremHD (http://tremhd.unvanquished.net/forum/), which aims to make assets for Tremulous clients that utilize bump mapping features, as well as implement better support for wide-screen displays.

The TremHD forums will serve as a roadmap for development, as well as a place to discuss and learn the techniques needed to make the new assets.

The project has not officially 'launched' yet, but I would love to get some feedback on the site, and get some additional help setting things up if anyone has time! :D
Title: Re: tremulous in High quality
Post by: jm82792 on February 06, 2011, 04:20:45 am
Because I'm a lazy bumb I'm waiting for the blender .blend conversions of the pks so I can create normals maps..
Hurry up with them :)