Tremulous Forum

Mods => Mod Releases => Non-Gameplay Changing => Topic started by: Odin on September 18, 2008, 11:57:01 pm

Title: ShinyTrem(v12)
Post by: Odin on September 18, 2008, 11:57:01 pm
This is a small mod I've been making in my free time. Basically, what it does is it overrides the default shaders to use specular lighting and shiny environment maps. Currently, all player models, weapons, and buildables have been modified. Most world surfaces will have this modification as well.
Currently shiny-fied maps:

Here's a screenshot of ATCS with the(old version of the) mod enabled:
(http://img135.imageshack.us/img135/6011/shot0648ev9.th.jpg) (http://img135.imageshack.us/my.php?image=shot0648ev9.jpg)(http://img135.imageshack.us/images/thpix.gif) (http://g.imageshack.us/thpix.php)
If you can't notice it, try playing the mod yourself. This is really something better seen in motion(as it is a form of dynamic light).

Current version: 12
You can get the mod here (http://odin.mercenariesguild.net/tremulous/base/mod-shinytrem-r0012.pk3).

You can play this mod on the PureTremulous servers.

This mod can be completely toggled: r_detailTextures enables or disables the mod.
Title: Re: ShinyTrem
Post by: Hendrich on September 19, 2008, 12:59:36 am
Wow, this game looks alot sexier with this mod on! :D

Good job, keep up the good work, you got me hooked.
Title: Re: ShinyTrem
Post by: Syntac on September 19, 2008, 01:23:17 am
Epic. Nice work, Odin.
Title: Re: ShinyTrem
Post by: mooseberry on September 19, 2008, 02:23:20 am
Very nice work!
Title: Re: ShinyTrem
Post by: Odin on September 19, 2008, 04:29:46 am
If anybody uses a client with bloom, the effect is even better.

By the way, my server is back up.

Also, the ATCS modification is only there as a test(you can disable the effect on ATCS with r_detailtextures 0), I will hopefully bring more of the default maps into the mod sooner or later.
Title: Re: ShinyTrem(v4)
Post by: Odin on September 19, 2008, 05:49:33 am
Version 4 up, now includes Niveus and Arachnid2.

UPDATE: Version 5 up, now is completely compliant with r_detailTextures.
Title: Re: ShinyTrem(v5)
Post by: UniqPhoeniX on September 19, 2008, 07:57:34 am
Looks nice :P
Just tried Arachind 2 on your server, found a missing texture:
(http://img172.imageshack.us/img172/9755/shot0001je9.th.jpg) (http://img172.imageshack.us/my.php?image=shot0001je9.jpg)
Title: Re: ShinyTrem(v5)
Post by: Odin on September 19, 2008, 08:23:17 am
Which one is it?
(check the console)
Title: Re: ShinyTrem(v5)
Post by: UniqPhoeniX on September 19, 2008, 10:04:46 am
Code: [Select]
trying textures/arachnid2/dirt_1.JPG...
WARNING: R_FindImageFile could not find 'textures/arachnid2/dirt_1.jpg' in
shader 'textures/arachnid2/dirt_1'
Shader textures/arachnid2/dirt_1 has a stage with no image
stitched 80 LoD cracks
...loaded 31913 faces, 634 meshes, 0 trisurfs, 0 flares
WARNING: reused image gfx/2d/crosshair-alien.tga with mixed glWrapClampMode
parm
trying models/players/level2/default.JPG...
WARNING: R_FindImageFile could not find 'models/players/level2/default.jpg'
in shader 'models/players/level2/default'
Shader models/players/level2/default has a stage with no image
trying models/players/level3/level3.JPG...
WARNING: R_FindImageFile could not find 'models/players/level3/level3.jpg' in
shader 'models/players/level3/level3'
Shader models/players/level3/level3 has a stage with no image
trying models/players/level3/level3adv.JPG...
WARNING: R_FindImageFile could not find 'models/players/level3/level3adv.jpg'
in shader 'models/players/level3/level3adv'
Shader models/players/level3/level3adv has a stage with no image

mara, goon and +goon are invisible  ;D ;D :P ::)
Title: Re: ShinyTrem(v5)
Post by: Odin on September 19, 2008, 03:19:43 pm
Texture issues fixed(damn Windows clients and their literal jpg/tga referencing!) in version 6, which is now up.
Title: Re: ShinyTrem(v6)
Post by: Lava Croft on September 19, 2008, 03:41:22 pm
The visual result is minimal, at the expense of an added shader stage, resulting in decreased performance.

Good idea, good start, but the execution needs some work.
Title: Re: ShinyTrem(v6)
Post by: CreatureofHell on September 19, 2008, 04:14:23 pm
Here is Lava with the sentences of doom!
Title: Re: ShinyTrem(v6)
Post by: ACKMAN on September 19, 2008, 06:46:34 pm
.... I went to ur server and i didnt see anything ... its all default
Title: Re: ShinyTrem(v6)
Post by: fingered banana on September 19, 2008, 06:58:36 pm
It is hard to notice( you can notice the performance change but I am not talking about it)
Title: Re: ShinyTrem(v6)
Post by: Odin on September 19, 2008, 07:23:13 pm
The visual result is minimal, at the expense of an added shader stage, resulting in decreased performance.

Good idea, good start, but the execution needs some work.
It was not intended for everyone. Admittedly the effect is much more prominent with bloom enabled. There is literally no other way to do it(and I wouldn't have it any other way to be honest).
Title: Re: ShinyTrem(v6)
Post by: Lava Croft on September 19, 2008, 08:04:26 pm
The visual result is minimal, at the expense of an added shader stage, resulting in decreased performance.

Good idea, good start, but the execution needs some work.
It was not intended for everyone. Admittedly the effect is much more prominent with bloom enabled. There is literally no other way to do it(and I wouldn't have it any other way to be honest).
1280x1024x32
2x Anisotropic Filtering
4x FSAA
r_bloom_sample_size 512
r_bloom 1
r_detailtextures 1

I'm not behind my own box at this moment, so I can't exactly tell, but I have also significantly lowered the crappy overbright look that r_bloom 1 gives you with its default settings.

No need to defend yourself, just giving some positive feedback, really. The effect is certainly noticeable, and thankfully also not too obtrusive, but the effect is so generic that it barely adds anything to my personal experience. Nice little 'freak' mod anyway, beats the shit out of crappy gameplay raping shit :).
Title: Re: ShinyTrem(v6)
Post by: Supertanker on September 19, 2008, 08:15:14 pm
zomg zomg zomg now add a blaster that's 49593694350435804938 per shot and oh the alinz are too harz i want alienz to be able to shoot  :grenade:  :grenade:  :grenade:!!111oneoneone!

I haven't downloaded it yet, but it does seem much, much better in theory (and most likely in practice) than most of the 'mods' out there now.

Quote
1280x1024x32
2x Anisotropic Filtering
4x FSAA
r_bloom_sample_size 512
r_bloom 1
r_detailtextures 1

You just wait until I get MY 8800 repaired, THEN YOU'LL SEE!! Or I will. Or something.

Good job, Odin!
Title: Re: ShinyTrem(v6)
Post by: epsy on September 20, 2008, 10:00:01 am
.... I went to ur server and i didnt see anything ... its all default
you need to download the pk3 yourself then restart trem
Title: Re: ShinyTrem(v6)
Post by: ACKMAN on September 20, 2008, 01:42:36 pm
Did that
Title: Re: ShinyTrem(v6)
Post by: Odin on September 20, 2008, 07:55:45 pm
Make sure r_detailtextures is set to 1 and look closer. It's more noticeable to some than others(I can see it just fine without bloom, in fact).
Title: Re: ShinyTrem(v7)
Post by: Odin on September 30, 2008, 09:01:37 am
Version 7 is out.

Highlights:
Title: Re: ShinyTrem(v8)
Post by: Odin on September 30, 2008, 10:29:37 pm
Version 8 is out.

Haha, two releases in one day. Oh well, this one was worth it.

Highlights:
Title: Re: ShinyTrem(v8)
Post by: Hendrich on October 01, 2008, 12:10:03 am
Quote
Version 8 is out.

Haha, two releases in one day. Oh well, this one was worth it.

Highlights:

Environment map on most world surfaces(metal textures).
Nexus6, Karith, Tremor, and Titan(used in Tremor) shaders now shiny-fied.

Your telling me I got v7 on the same day V8 was released? Damn.
Title: Re: ShinyTrem(v8)
Post by: epsy on October 01, 2008, 12:16:06 pm
Haha, two releases in one day. Oh well, this one was worth it.
Title: Re: ShinyTrem(v9)
Post by: Odin on October 16, 2008, 02:03:54 am
Version 9 released.
Title: Re: ShinyTrem(v9)
Post by: Amanieu on October 16, 2008, 09:22:47 am
What's new in v9? A changelog will motivate people to upgrade :)
Title: Re: ShinyTrem(v9)
Post by: Odin on October 16, 2008, 09:38:34 am
I changed the envmap so it was clearer on some maps.
I fixed a few issues here and there.
Title: Re: ShinyTrem(v9)
Post by: amz181 on October 16, 2008, 04:29:32 pm
newbish i know, but where do i put the mod, because it seems to have no effect when i activate it?
Title: Re: ShinyTrem(v9)
Post by: Odin on October 16, 2008, 05:37:25 pm
base/
Title: Re: ShinyTrem(v9)
Post by: Foe of Eternity on October 17, 2008, 05:17:51 am
i have a few...well...problems with low lighting [vertex(low)]
i get a few texture bugs...posted below...

(http://www.freewebs.com/foe-qvms/FWThumbnails/1.png)
(http://www.freewebs.com/foe-qvms/FWThumbnails/2.png)
(http://www.freewebs.com/foe-qvms/FWThumbnails/3.png)
(http://www.freewebs.com/foe-qvms/FWThumbnails/4.png)
(http://www.freewebs.com/foe-qvms/FWThumbnails/5.png)
Title: Re: ShinyTrem(v9)
Post by: Odin on October 17, 2008, 08:31:10 am
If you have to use Vertex light to actually play the game, ShinyTrem is not for you.
Title: Re: ShinyTrem(v9)
Post by: Lakitu7 on October 17, 2008, 03:32:45 pm
No, but that needs to be addressed before https://bugzilla.icculus.org/show_bug.cgi?id=3795 has a chance at happening.
Title: Re: ShinyTrem(v9)
Post by: Syntac on October 17, 2008, 10:04:27 pm
[DEL] Never mind.
Title: Re: ShinyTrem(v9)
Post by: Foe of Eternity on October 17, 2008, 11:50:29 pm
but i luv how cool vertex looks :) the spawns look like teleporters, and everything just looks cooler
Title: Re: ShinyTrem(v9)
Post by: tyranis on October 18, 2008, 12:11:44 am
I think using low quality lighting defies the point of shiny trem.
Title: Re: ShinyTrem(v9)
Post by: Odin on October 18, 2008, 03:26:15 am
No, but that needs to be addressed before https://bugzilla.icculus.org/show_bug.cgi?id=3795 has a chance at happening.
Any ideas? I actually already discovered this ages ago but could never figure out why entities turned white and the world did not. Does the code try to use a different shader stage for vertex lighting on player models than the world shaders?
Title: Re: ShinyTrem(v9)
Post by: Odin on October 18, 2008, 06:12:32 am
Ok, I fixed the problem. Version 10 is now up. This calls for a new screenshot :).
Title: Re: ShinyTrem(v10)
Post by: rotacak on October 22, 2008, 06:20:54 am
Good work!

Edit: construction kit looks amazing!
Title: Re: ShinyTrem(v10)
Post by: UniqPhoeniX on October 30, 2008, 08:56:45 am
Really nice mod! ;D
Just the ATCS force field looks like glass and on transit the straight ceiling support beams near h base are different then the bent ones:
(http://img266.imageshack.us/img266/3053/shot0009nh8.th.jpg) (http://img266.imageshack.us/my.php?image=shot0009nh8.jpg)(http://img266.imageshack.us/images/thpix.gif) (http://g.imageshack.us/thpix.php)
Title: Re: ShinyTrem(v10)
Post by: Archangel on October 30, 2008, 01:51:07 pm
Probably because they're meshes or whatever it's called. Anyway, lookin' good Odin! Pipes look really hi-res with ShinyTrem enabled.
Title: Re: ShinyTrem(v10)
Post by: Odin on November 01, 2008, 04:11:01 am
Well, I have made version 11. In this version, I have added a couple of the texture effects superpie added in his graphics mod. I have actually removed the map special effects as I thought they didn't actually look very good, in my opinion. They probably need a lot more subtlety(I think I overdid it a bit). If the public thinks they should stay, I will re-release version 11 as version 12 with the map shaders added back in.
Title: Re: ShinyTrem(v10)
Post by: Odin on November 01, 2008, 08:28:45 am
Version 12 released, with a modified shader. This should fix the darkening problem.
Title: Re: ShinyTrem(v12)
Post by: Archangel on November 01, 2008, 08:50:13 am
Code: [Select]
Sys_Error: recursive error after: Couldn't load scripts/niveus_shiny.shader
Title: Re: ShinyTrem(v12)
Post by: Odin on November 01, 2008, 10:06:45 am
You should probably remove the old versions of the mod.
Title: Re: ShinyTrem(v12)
Post by: Archangel on November 01, 2008, 08:45:50 pm
I did. :<
Title: Re: ShinyTrem(v12)
Post by: Chronoslicer on November 03, 2008, 10:54:23 am
hmm, maybe it should be made according to light sources so that it makes trem having glow effect..
Title: Re: ShinyTrem(v12)
Post by: Dante on November 04, 2008, 01:09:52 am
This is really cool.  Are there any servers currently running this mod?  And if so, which ones?
Title: Re: ShinyTrem(v12)
Post by: rotacak on November 04, 2008, 01:12:40 am
This is really cool.  Are there any servers currently running this mod?  And if so, which ones?
R Unlimited CZ in my signature. There running also this mod: http://tremulous.net/forum/index.php?topic=9502.0
Title: Re: ShinyTrem(v12)
Post by: Lakitu7 on November 04, 2008, 07:45:44 am
This is really cool.  Are there any servers currently running this mod?  And if so, which ones?

It may be used optionally on Puretrem, meaning that it will not be automatically downloaded or required, but if you have it installed, you may use it.
Title: Re: ShinyTrem(v12)
Post by: israroot on November 04, 2008, 05:58:57 pm
Very nice.
Perfect in Brasil Regular (game.qvm Lakitu)

Ops, post in mod work (Superpie's kkkkk)
Title: Re: ShinyTrem(v12)
Post by: mooseberry on November 10, 2008, 04:30:23 am
Works on any unpure server...
Title: Re: ShinyTrem(v12)
Post by: Einstein on November 11, 2008, 07:08:41 am
On that note, is there a way to keep a server pure but allow a specific mod? Aside from purifying the ShinyTrem pk3, the likes of which the devs usually frown upon, I don't see a way to use this on any pure servers.... Can we make exceptions for certain named unpure packages if the operator so chooses, and if so, how?
Title: Re: ShinyTrem(v12)
Post by: E-Mxp on November 11, 2008, 08:16:30 am
On that note, is there a way to keep a server pure but allow a specific mod? Aside from purifying the ShinyTrem pk3, the likes of which the devs usually frown upon, I don't see a way to use this on any pure servers.... Can we make exceptions for certain named unpure packages if the operator so chooses, and if so, how?
Semipure? (http://tremulous.net/forum/index.php?topic=8554.0)
Title: Re: ShinyTrem(v12)
Post by: Lakitu7 on November 11, 2008, 08:55:53 am
"Semipure" is only necessary when ui/cgame vms are involved. With this mod and others that do not contain any such executable code, "semipure" is not needed and the pk3s can be made optionally available within the existing, unmodified, default pure system.

Simply place the file in fs_basepath/base upon the server and it will become usable to whoever joins it.

Honestly, all "semipure" does is extend the logic that works for pk3s containing skins/maps/models/shaders/textures/etc. to also work for pk3s containing cgame/ui vms. For mods containing no executable code, the old system works perfectly as designed. :)
Title: Re: ShinyTrem(v12)
Post by: smurftyous on November 25, 2008, 05:48:59 am
how do you install this lolz do u just put the pk3 in your base folder?
Title: Re: ShinyTrem(v12)
Post by: Odin on November 25, 2008, 06:22:51 am
Yes.
Title: Re: ShinyTrem(v12)
Post by: smurftyous on November 25, 2008, 05:42:30 pm
i cant see any difference is there a certain way u have to make a sever to make it show
Title: Re: ShinyTrem(v12)
Post by: Lakitu7 on November 26, 2008, 01:31:40 am
The server you're playing on must be sv_pure 0 or have that pk3 uploaded on it to allow its optional use.
Title: Re: ShinyTrem(v12)
Post by: smurftyous on November 28, 2008, 06:28:44 pm
i cant see  the difference so how do i know its working.
Title: Re: ShinyTrem(v12)
Post by: Lakitu7 on November 28, 2008, 07:00:33 pm
Some of the weapons (las, MD) look pretty different, so you ought to be able to just buy one of those and see.
Title: Re: ShinyTrem(v12)
Post by: smurftyous on November 29, 2008, 05:31:12 pm
so Ive been playing but i can see the shine very little tho but i know its working so thanks and people are talking about a mod called bloom could i get a link
Title: Re: ShinyTrem(v12)
Post by: Lakitu7 on November 29, 2008, 06:41:19 pm
Patch: http://patches.mercenariesguild.net/index.php?do=details&task_id=201
Can be found in the Eyecandy branch of MGClient: http://tremulous.net/forum/index.php?topic=9121.msg147757#msg147757
Title: Re: ShinyTrem(v12)
Post by: smurftyous on November 29, 2008, 09:22:56 pm
how do i use these
Title: Re: ShinyTrem(v12)
Post by: Bissig on January 06, 2009, 06:17:30 pm
Hmm, I tried to wget this mod from my server. Didn't work, so I did a traceroute and mercenariesguild.net is not showing up. Might this be the reason why I can't see any of my servers on the MG client? Did someone block the IP 66.197.220.238 on the mg server via iptables or similar?

Hmm, bind doesn't seem to work properly.