Author Topic: ATCSHD: high-resolution ATCS update  (Read 59383 times)

Odin

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Re: High-Resolution ATCS update
« Reply #30 on: December 23, 2010, 01:48:56 am »
IF ONLY WE HAD BUMP MAPS....MY i7 CAN DO A LOT MORE THAN RUN THIS GAME.......
Your i7 has nothing to do with shader effects.

jm82792

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Re: High-Resolution ATCS update
« Reply #31 on: December 23, 2010, 03:27:38 am »
Obviously it can't, I guess what he is wishing to say is that PC can do much more then what trem provides.


Qrntz

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Re: High-Resolution ATCS update
« Reply #32 on: December 23, 2010, 02:41:39 pm »
Obviously it can't, I guess what he is wishing to say is that PC can do much more then what trem provides.
BUT HIS I7 HAS GAINED CONTROL OF THE CAPS LOCK KEY......AND THE PUNCTUATION TOO.......

You make up Qrntz, u always angry, just calmdown. :police:
I am stupid idiot who dares to open mouth and start debating

Taiyo.uk

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Re: High-Resolution ATCS update
« Reply #33 on: December 23, 2010, 05:02:28 pm »
Nice! I think this is definitely an improvement over the current ATCS.

I don't know if it's possible, but I think it would be awesome if the fog was moving. If it was swirling around a bit with little whisps coming off. It doesn't do that already, does it? :d
This could be partially simulated with an animated shader on or below the surface of the fog volume. Whisps can be done using particles, though it'll need to be slow and subtle to avoid spoiling it IMO.

I like it. The fog's perfect, though as stated I'm not sure how it got there. Make a ruptured pipe or something?
Well, the skirting around the base of the walls look like grilles of sorts - perhaps the fog seeped through them. A leaking pipe could be a nice touch but in the centre of the corridor where the bases are well out of view, so as to avoid crushing framerates.

IF ONLY WE HAD BUMP MAPS....MY i7 CAN DO A LOT MORE THAN RUN THIS GAME.......
Indeed it can. However, sadly, it is unable to detect misuse of the caps lock key.

Anyway, please feel free to make those bump maps and the appropriate modifications to the engine so they can be of use.

smeagle

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Re: High-Resolution ATCS update
« Reply #34 on: December 24, 2010, 12:25:20 am »
This is one of the things I still dont get  ::)

Warsow is based on the same engine, yet the game still has bump maps and specularity maps....

I think that they are using GLSL to achieve this, so why doesn't tremulous follow suit?
I have testing making normal maps for tremulous weapons, and they look absolutely AMAZING!  :D

freezway

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Re: High-Resolution ATCS update
« Reply #35 on: December 24, 2010, 01:54:01 am »
yeah, normal mapping would be awesome, if i knew how i would try it.... WHERE THE HELL DID WARSOW PUT THEIR SVN OR GIT REPO!
« Last Edit: December 24, 2010, 02:14:45 am by freezway »

Tremulant

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Re: High-Resolution ATCS update
« Reply #36 on: December 24, 2010, 05:43:03 am »
Warsow is based on the same engine, yet the game still has bump maps and specularity maps....
Er, it is? Are you sure? Do you lump all of the quake engines together as one?
I have testing making normal maps for tremulous weapons, and they look absolutely AMAZING!  :D
AWESOME! Go on, let's see how AMAZING they look, but maybe you should post the screenshots over on one of the epic HD trem threads, rather than derailing this one with such bollocks.

WHERE THE HELL DID WARSOW PUT THEIR SVN OR GIT REPO!
.
A tiny amount of googling suggests that only devs have access to their version control, what do you want it for anyway?
my knees by my face and my ass is being hammered

freezway

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Re: High-Resolution ATCS update
« Reply #37 on: December 24, 2010, 06:03:02 am »
Warsow is based on the same engine, yet the game still has bump maps and specularity maps....
Er, it is? Are you sure? Do you lump all of the quake engines together as one?
I have testing making normal maps for tremulous weapons, and they look absolutely AMAZING!  :D
AWESOME! Go on, let's see how AMAZING they look, but maybe you should post the screenshots over on one of the epic HD trem threads, rather than derailing this one with such bollocks.

WHERE THE HELL DID WARSOW PUT THEIR SVN OR GIT REPO!
.
A tiny amount of googling suggests that only devs have access to their version control, what do you want it for anyway?


To look at how they did shadows/normal maps

gimhael

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Re: High-Resolution ATCS update
« Reply #38 on: December 24, 2010, 07:19:06 am »
If you want to understand how OpenGL shadows or normalmaps work, you should better read some of the thousands of tutorials for this.

If you're looking for code to copy and paste into the ioQuake3 engine, you should look at the XReal code, it's much closer to Q3 than Warsow (and as a bonus the code is actually public).

OhaiReapd

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Re: High-Resolution ATCS update
« Reply #39 on: December 24, 2010, 07:24:01 am »
Played on it a bit, I have an older mac and it runs fine with smaller games.

prent

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Re: High-Resolution ATCS update
« Reply #40 on: December 24, 2010, 10:05:44 am »
it doesn't 1ook any better, just different textures

DraZiLoX

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Re: High-Resolution ATCS update
« Reply #41 on: December 24, 2010, 10:07:11 am »
it doesn't 1ook any better, just different textures
And fog, and shadows.

smeagle

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Re: High-Resolution ATCS update
« Reply #42 on: December 24, 2010, 12:17:30 pm »
Yeah, I made that claim without any research  ::)

Yeah, I remember hearing that it was made on the quake 3 engine, but it mustve been heavily modified or something.

Chaoslord

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Re: High-Resolution ATCS update
« Reply #43 on: December 24, 2010, 05:49:16 pm »
The map was great and no lag(yes, my pc is crap so thats saying something).

tucho

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Re: High-Resolution ATCS update
« Reply #44 on: December 25, 2010, 03:07:08 pm »
I played a bit on this map and have to say it really looks great and the change doesn't seem to affect my framerate. I second everyone that F1s for including it in 1.2.

Having said that, I also agree with Optimus:
what i dislike is the tiles of the floor. it gives a public toilet feeling. I'm begging for a change, Mr Ingar!
Besides the public toilet feeling, with all the fights going on, the tiles look new and shiny, that's very odd.

rotacak

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Re: High-Resolution ATCS update
« Reply #45 on: December 26, 2010, 09:11:08 am »
I don't like pipes texture and lines around other textures. That shadows are strange and near bunker entrance it seems buggy.

jm82792

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Re: High-Resolution ATCS update
« Reply #46 on: December 27, 2010, 04:51:14 am »
pipe textures aren't good :(
But whatever if he wants to he can change it, if not it's better than no textures.

Pazuzu

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Re: High-Resolution ATCS update
« Reply #47 on: December 27, 2010, 09:59:15 pm »
yeah, normal mapping would be awesome, if i knew how i would try it.... WHERE THE HELL DID WARSOW PUT THEIR SVN OR GIT REPO!
You could try Sauerbraten, their normal-mapping is pretty sweet...

ok, can you give me the tool thingy app that can code?

CATAHA

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Re: High-Resolution ATCS update
« Reply #48 on: December 27, 2010, 11:17:38 pm »
You could try Sauerbraten, their normal-mapping is pretty sweet...
Ye i'd like to see those textures and lightinf in atcs. But its Cube2 engine...
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

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David

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Re: High-Resolution ATCS update
« Reply #49 on: December 27, 2010, 11:38:05 pm »
I love it when people post such shitty screen shots of "better" engines.

There's nothing in that shot you can't do in trem.
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Pazuzu

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Re: High-Resolution ATCS update
« Reply #50 on: December 28, 2010, 12:23:09 am »
I beg to differ. I see bump-mapped shading in that shot... Oh, and that's Cube 1, not Sauer. Pretty big difference.

ok, can you give me the tool thingy app that can code?

CATAHA

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Re: High-Resolution ATCS update
« Reply #51 on: December 28, 2010, 08:44:39 am »
There's nothing in that shot you can't do in trem.
Are you mapper? I am. As Pazuzu noticed there is bump-mapping. Tremulous cant use it.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

DraZiLoX

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Re: High-Resolution ATCS update
« Reply #52 on: December 28, 2010, 11:28:30 am »
There's nothing in that shot you can't do in trem.
Are you mapper? I am. As Pazuzu noticed there is bump-mapping. Tremulous cant use it.
Oh yeah. I just noticed floor. I love how bumpmapping makes all unrealistic and shiny, but it sure is cool looking!

Tremulant

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Re: High-Resolution ATCS update
« Reply #53 on: December 28, 2010, 03:52:39 pm »
Are you sure that's not sauerbraten? i don't remember bumpmapping in cube, and the overall style looks like sauer to me.
Yes there's some bumpmapping but the most notable things are a different, darker grungier texture set and lighting style to those you tend to see used in trem maps. Over the top specular reflections aside, what can we see in that scene that you can't do in trem?
my knees by my face and my ass is being hammered

Pazuzu

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Re: High-Resolution ATCS update
« Reply #54 on: December 28, 2010, 04:02:25 pm »
Maybe it's an earlier version, but the icons in the shot are several years out of date. As in, at least four years old.

ok, can you give me the tool thingy app that can code?

CATAHA

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Re: High-Resolution ATCS update
« Reply #55 on: December 28, 2010, 04:14:15 pm »
Oh yeah. I just noticed floor. I love how bumpmapping makes all unrealistic and shiny, but it sure is cool looking!
Proper usage of bump-mapping for 'realism' and good looking depends on mapmaker skill and patience, not on engine. You can make crapmap with any modern engine if you dont know how use engine possibilities. =D
UPD: After all I like the dark style textures and overall atmosphere of the place in the screenshot. Even without bump-mapping such textures on map like ATCS can give more trem-style atmosphere.
« Last Edit: December 28, 2010, 04:16:29 pm by CATAHA »
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

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jm82792

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Re: High-Resolution ATCS update
« Reply #56 on: December 29, 2010, 06:34:45 am »
I love it when people post such shitty screen shots of "better" engines.

There's nothing in that shot you can't do in trem.
I agree.
Too many people many noobs pepper their work with features that are used improperly.


smeagle

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Re: High-Resolution ATCS update
« Reply #57 on: December 29, 2010, 08:33:10 am »
There's nothing in that shot you can't do in trem.
Are you mapper? I am. As Pazuzu noticed there is bump-mapping. Tremulous cant use it.
Oh yeah. I just noticed floor. I love how bumpmapping makes all unrealistic and shiny, but it sure is cool looking!

The shininess is a problem with specular maps, or a lack of.
I love it when people post such shitty screen shots of "better" engines.

There's nothing in that shot you can't do in trem.
I agree.
Too many people many noobs pepper their work with features that are used improperly.

But if this feature was implemented, it would hopefully be worth it for the amazing maps produced?
Also, I thought about normal mapping the weapons, rather than the map itself.




Anyway, this new texture pack is great! Maybe an update for the other default textures would be enough so that it would not even need normal maps.

jm82792

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Re: High-Resolution ATCS update
« Reply #58 on: December 30, 2010, 02:27:01 am »
here is the basics.
Basically my credentials are from Blender(not game engines at all), and I've been using Blender for 2 years, Maya for 2 years before.
So I have an idea of shaders and such.
getting bump mapping would be nice,
it would help however you need to add a normals/bump channel top the textures.
Bump mapping using bad textures won't look well.
You need new textures to make it look better.
Then with bump mapping you want more(the effort for new properly licensed texture is high or costs money),
say MD5s, higher vert count, etc.
Your better off looking into XReal at that point unless we can "easily' integrate features without much effort(heck if someone wants to add bumpmapping or such then do it!!!!).
Why XReal? It's practically a drop in solution for trem.

Pazuzu

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Re: High-Resolution ATCS update
« Reply #59 on: December 30, 2010, 03:04:16 am »
here is the basics.
Basically my credentials are from Blender(not game engines at all), and I've been using Blender for 2 years, Maya for 2 years before.
So I have an idea of shaders and such.
getting bump mapping would be nice,
it would help however you need to add a normals/bump channel top the textures.
Bump mapping using bad textures won't look well.
You need new textures to make it look better.
Then with bump mapping you want more(the effort for new properly licensed texture is high or costs money),
say MD5s, higher vert count, etc.
Your better off looking into XReal at that point unless we can "easily' integrate features without much effort(heck if someone wants to add bumpmapping or such then do it!!!!).
Why XReal? It's practically a drop in solution for trem.

*deep breath*
No.
There is no "drop-in solution" for the problems you described. XReal will not magically create a new set of textures. XReal will not add normal maps to existing textures. Maybe the vert count will be higher, but the models will still be the same, and XReal won't make them more detailed to take advantage of the new ceiling. XReal is not a silver bullet. It's a game engine, and nothing more. Porting Tremulous to XReal would be a nice idea, just for the improved engine, but all the changes you want would take a shit-ton more effort than you think.
I agree with you about one thing, though. Tremulous needs a graphical overhaul at some point if it wants to stay afloat; the graphics are several years out of date, and only getting older. Just treat it with a bit more gravity than this. Doing one thing isn't going to make Tremulous on par with Halo or CoD.

ok, can you give me the tool thingy app that can code?