Tremulous Forum
Mods => Mod Releases => Non-Gameplay Changing => Topic started by: Odin on September 18, 2008, 11:57:01 pm
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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:
- ATCS
- Nexus6
- Arachnid2
- Tremor
- Niveus
- Karith
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.
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Wow, this game looks alot sexier with this mod on! :D
Good job, keep up the good work, you got me hooked.
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Epic. Nice work, Odin.
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Very nice work!
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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.
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Version 4 up, now includes Niveus and Arachnid2.
UPDATE: Version 5 up, now is completely compliant with r_detailTextures.
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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)
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Which one is it?
(check the console)
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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 ::)
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Texture issues fixed(damn Windows clients and their literal jpg/tga referencing!) in version 6, which is now up.
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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.
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Here is Lava with the sentences of doom!
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.... I went to ur server and i didnt see anything ... its all default
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It is hard to notice( you can notice the performance change but I am not talking about it)
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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).
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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 :).
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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.
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!
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.... I went to ur server and i didnt see anything ... its all default
you need to download the pk3 yourself then restart trem
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Did that
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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).
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Version 7 is out.
Highlights:
- Environment map on all Alien player models, as well as Human metal textures(shoulderpads, helmet, bsuit, etc), and structures.
- Fixes for r_detailtextures.
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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.
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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.
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Haha, two releases in one day. Oh well, this one was worth it.
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Version 9 released.
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What's new in v9? A changelog will motivate people to upgrade :)
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I changed the envmap so it was clearer on some maps.
I fixed a few issues here and there.
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newbish i know, but where do i put the mod, because it seems to have no effect when i activate it?
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base/
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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)
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If you have to use Vertex light to actually play the game, ShinyTrem is not for you.
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No, but that needs to be addressed before https://bugzilla.icculus.org/show_bug.cgi?id=3795 has a chance at happening.
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[DEL] Never mind.
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but i luv how cool vertex looks :) the spawns look like teleporters, and everything just looks cooler
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I think using low quality lighting defies the point of shiny trem.
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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?
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Ok, I fixed the problem. Version 10 is now up. This calls for a new screenshot :).
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Good work!
Edit: construction kit looks amazing!
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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)
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Probably because they're meshes or whatever it's called. Anyway, lookin' good Odin! Pipes look really hi-res with ShinyTrem enabled.
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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.
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Version 12 released, with a modified shader. This should fix the darkening problem.
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Sys_Error: recursive error after: Couldn't load scripts/niveus_shiny.shader
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You should probably remove the old versions of the mod.
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I did. :<
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hmm, maybe it should be made according to light sources so that it makes trem having glow effect..
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This is really cool. Are there any servers currently running this mod? And if so, which ones?
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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
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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.
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Very nice.
Perfect in Brasil Regular (game.qvm Lakitu)
Ops, post in mod work (Superpie's kkkkk)
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Works on any unpure server...
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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?
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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)
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"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. :)
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how do you install this lolz do u just put the pk3 in your base folder?
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Yes.
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i cant see any difference is there a certain way u have to make a sever to make it show
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The server you're playing on must be sv_pure 0 or have that pk3 uploaded on it to allow its optional use.
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i cant see the difference so how do i know its working.
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Some of the weapons (las, MD) look pretty different, so you ought to be able to just buy one of those and see.
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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
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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
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how do i use these
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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.