Author Topic: tremulous in High quality  (Read 17988 times)

harraps

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tremulous in High quality
« 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


in high quality

If the high quality is ugly it's because I have used the dretch texture to bump map


With a tyran it's amazing



Does the quake3 engine can use bump map ?
« Last Edit: June 27, 2010, 02:12:09 pm by harraps »
Hebergement d'image
sorry for my english !

Redman

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Re: tremulous in High quality
« Reply #1 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.

harraps

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Re: tremulous in High quality
« Reply #2 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 ?
Hebergement d'image
sorry for my english !

gimhael

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Re: tremulous in High quality
« Reply #3 on: June 28, 2010, 06:22:03 pm »
like this ?



harraps

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Re: tremulous in High quality
« Reply #4 on: June 28, 2010, 07:36:27 pm »
OH MY GOD !!!

I WANT IT !!!
god job...
sorry good job
Hebergement d'image
sorry for my english !

GLAMEOW

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Re: tremulous in High quality
« Reply #5 on: June 28, 2010, 08:22:21 pm »
looks pretty awesome

CreatureofHell

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Re: tremulous in High quality
« Reply #6 on: June 28, 2010, 10:05:36 pm »
Shiny Metal Tyrant  8)
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

CorSair

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Re: tremulous in High quality
« Reply #7 on: June 28, 2010, 10:20:31 pm »
Whoa.....

And that rant. It looks even more awesome.

Nice work, can't say more.

harraps

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Re: tremulous in High quality
« Reply #8 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
Hebergement d'image
sorry for my english !

gimhael

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Re: tremulous in High quality
« Reply #9 on: June 29, 2010, 06:56:49 pm »
I used a modified renderer (patch is here) 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....

Odin

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Re: tremulous in High quality
« Reply #10 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.

Chomps123

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Re: tremulous in High quality
« Reply #11 on: July 27, 2010, 03:18:32 am »
how do you put in the patch into the game?
Don't just live life with work.
Find some time every day to have some fun. ;)

Aelita

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Re: tremulous in High quality
« Reply #12 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

gimhael

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Re: tremulous in High quality
« Reply #13 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.

Aelita

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Re: tremulous in High quality
« Reply #14 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.

SlackerLinux

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Re: tremulous in High quality
« Reply #15 on: July 28, 2010, 01:04:37 pm »
ill give it another try too so make sure to keep your patches uptodate
* SlackerLinux now wonders where he put his trem source(been a while)
Slackware64 13.1
SlackersQVM/

Chomps123

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Re: tremulous in High quality
« Reply #16 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?
Don't just live life with work.
Find some time every day to have some fun. ;)

Aelita

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Re: tremulous in High quality
« Reply #17 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.

cron

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Re: tremulous in High quality
« Reply #18 on: December 07, 2010, 03:20:05 pm »
Necro Bumpy Granger is not happy that this thread hasn't gotten more attention.


Asvarox

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Re: tremulous in High quality
« Reply #19 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.
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

CreatureofHell

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Re: tremulous in High quality
« Reply #20 on: December 07, 2010, 07:56:43 pm »
Nooooooo!!!!!! You can't make ugly grangers!  >:(
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Haraldx

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Re: tremulous in High quality
« Reply #21 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...
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

cron

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Re: tremulous in High quality
« Reply #22 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.

jm82792

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Re: tremulous in High quality
« Reply #23 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.

« Last Edit: January 12, 2011, 01:42:31 am by jm82792 »

freezway

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Re: tremulous in High quality
« Reply #24 on: January 12, 2011, 02:32:20 am »
normal mapping or parallax mapping would be better.

jm82792

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Re: tremulous in High quality
« Reply #25 on: January 12, 2011, 02:40:31 am »
Well I'm not going to be picky :)

swamp-cecil

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Re: tremulous in High quality
« Reply #26 on: January 12, 2011, 03:06:59 am »
Necro Bumpy Granger is not happy that this thread hasn't gotten more attention.


That granger is dead! BANHAMMAH CRON!
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

jm82792

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Re: tremulous in High quality
« Reply #27 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?

freezway

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Re: tremulous in High quality
« Reply #28 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

CATAHA

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Re: tremulous in High quality
« Reply #29 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
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

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