Author Topic: ShinyTrem(v12)  (Read 40198 times)

Odin

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ShinyTrem(v12)
« 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:
  • ATCS
  • Nexus6
  • Arachnid2
  • Tremor
  • Niveus
  • Karith

Here's a screenshot of ATCS with the(old version of the) mod enabled:

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.

You can play this mod on the PureTremulous servers.

This mod can be completely toggled: r_detailTextures enables or disables the mod.
« Last Edit: November 01, 2008, 08:29:05 am by Odin »

Hendrich

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Re: ShinyTrem
« Reply #1 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.

Syntac

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Re: ShinyTrem
« Reply #2 on: September 19, 2008, 01:23:17 am »
Epic. Nice work, Odin.

mooseberry

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Re: ShinyTrem
« Reply #3 on: September 19, 2008, 02:23:20 am »
Very nice work!
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

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Odin

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Re: ShinyTrem
« Reply #4 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.

Odin

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Re: ShinyTrem(v4)
« Reply #5 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.
« Last Edit: September 19, 2008, 07:14:22 am by Odin »

UniqPhoeniX

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Re: ShinyTrem(v5)
« Reply #6 on: September 19, 2008, 07:57:34 am »
Looks nice :P
Just tried Arachind 2 on your server, found a missing texture:

Odin

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Re: ShinyTrem(v5)
« Reply #7 on: September 19, 2008, 08:23:17 am »
Which one is it?
(check the console)

UniqPhoeniX

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Re: ShinyTrem(v5)
« Reply #8 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 ::)
« Last Edit: September 19, 2008, 10:13:12 am by UsaKilleR »

Odin

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Re: ShinyTrem(v5)
« Reply #9 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.

Lava Croft

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Re: ShinyTrem(v6)
« Reply #10 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.

CreatureofHell

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Re: ShinyTrem(v6)
« Reply #11 on: September 19, 2008, 04:14:23 pm »
Here is Lava with the sentences of doom!
{NoS}StalKer
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ACKMAN

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Re: ShinyTrem(v6)
« Reply #12 on: September 19, 2008, 06:46:34 pm »
.... I went to ur server and i didnt see anything ... its all default

fingered banana

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Re: ShinyTrem(v6)
« Reply #13 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)

Odin

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Re: ShinyTrem(v6)
« Reply #14 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).

Lava Croft

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Re: ShinyTrem(v6)
« Reply #15 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 :).

Supertanker

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Re: ShinyTrem(v6)
« Reply #16 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!

epsy

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Re: ShinyTrem(v6)
« Reply #17 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
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ACKMAN

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Re: ShinyTrem(v6)
« Reply #18 on: September 20, 2008, 01:42:36 pm »
Did that

Odin

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Re: ShinyTrem(v6)
« Reply #19 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).

Odin

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Re: ShinyTrem(v7)
« Reply #20 on: September 30, 2008, 09:01:37 am »
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.

Odin

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Re: ShinyTrem(v8)
« Reply #21 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:
  • Environment map on most world surfaces(metal textures).
  • Nexus6, Karith, Tremor, and Titan(used in Tremor) shaders now shiny-fied.

Hendrich

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Re: ShinyTrem(v8)
« Reply #22 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.

epsy

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Re: ShinyTrem(v8)
« Reply #23 on: October 01, 2008, 12:16:06 pm »
Haha, two releases in one day. Oh well, this one was worth it.
Warning: All opinions expressed in my posts are mine and mine alone. Any connection to any group I am affiliated with - be it the ArmagetronAd Developers or any other group, is purely coincidental unless otherwise expressly stated. Don't be a dolt when you read my posts, as they *may* require some brainpower and thinking (also purely coincidental). Any opinion in my posts not expressed by me are purely figments of your imagination and will be dealt with accordingly.
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Odin

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Re: ShinyTrem(v9)
« Reply #24 on: October 16, 2008, 02:03:54 am »
Version 9 released.

Amanieu

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Re: ShinyTrem(v9)
« Reply #25 on: October 16, 2008, 09:22:47 am »
What's new in v9? A changelog will motivate people to upgrade :)
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< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Odin

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Re: ShinyTrem(v9)
« Reply #26 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.

amz181

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Re: ShinyTrem(v9)
« Reply #27 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?

Odin

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Re: ShinyTrem(v9)
« Reply #28 on: October 16, 2008, 05:37:25 pm »
base/

Foe of Eternity

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Re: ShinyTrem(v9)
« Reply #29 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...






No. Let n00bs pick overly destructive Human weapons and then use them in their own base and around their own teammates. Maybe then they'll learn that doing that is a stupid idea. Meanwhile, I will be slashing at their damaged Armoury, after I vault their smoking turrets and the scattered bodies of their TK' d teammates. N00bs: they're what's for breakfast.