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Q2E:Resurrection

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  • zoromo27
    replied
    i hope demo/open beta soon=)

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  • barnes
    replied
    2Sza
    Top Secret Alien Strogg Technology
    Its original q2e 1.0 shader?

    Leave a comment:


  • gdiddy62
    replied
    Looks great! What percentage do you have complete now? Looking forward to it!

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  • barnes
    replied
    Originally posted by Sza
    Another test
    Looks like q4 Also original q2e don't support parallax, you add it? What technology?

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  • barnes
    replied
    Originally posted by Sza
    I know, i have tested your engine(some times very slow on one core).
    Very may be) My develop machines have core duo 6400, core quad 9400 and i7 3770. On 6400 i saw lags under win7, linux port work very fine on this cpu

    The Textures are Q2E only but who know, may be i'll do my pack for every q2xxx engine.
    We can do compatibility is not so difficult.

    TGA (24bit not compressed), H (high map), Local (normal map), S (specular map) plus diffuse texture.
    Our format tga too, but we place himap in to diffuse alpha and specular in alpha channel of normal map.

    Hmm, i thought Q2XP is based on Q2E 1.0 and q2b?
    q2e? Nope i'm use some shared matrix mathematics only.
    q2b? Yes, i' use some basic ppl algorithms from q2b, and Berserker use some our code too (we are old friends, and know personally). But our projects are very different and have their face. q2b and q2e can maximum use old asm shaders (also combiners for oldest hardware like qf1-2) I'm use only glsl with some gl core 3 features.

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  • barnes
    replied
    tnx

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  • jakub1
    replied
    @barnes: i'm honored to finally meet you here. i spent a great deal of time back in my q2 years with q2xp. it was superb engine. in time, i abandoned it 'cause it's weak compatibility with really big levels, but i had a blast back then. i moved to knightmare and then i kind of lost interest in q2 at all. this retexturing project, however, makes me dive once again to the bottom of long-time-not-used drawer to loo for q2 disk.
    -
    jakub

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  • barnes
    replied
    Hi Sza. Some peoples here know me as author of quake2xp project. Your re-texture very impressive, and ideal for full per pixel lighting engines. Some time ago i'm add realtime lighting-shadowing like doom3 and can use your work too. What texture formats and suffixes are you using (i'm never use q2e 1.0) ?

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  • talisa
    replied
    very cool, looks much better then Q2E, which at least in that screenshot kinda looks more like upscales with filter over them rather then real HD remakes.

    and your textures look smoother and more clean rather then noisy-ish like the Q2E textures. which i personally think looks nicer

    the Q2E textures also dont look like they are very high resolution

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  • MadGypsy
    replied
    I know nothing about Q2, never played it, never watched a vid of it being played, nothing. That being said, I don't have a clue how your work compares to the original. All I can say is the work here looks really good to me and shows a lot of promise. Keep it up!

    Leave a comment:


  • gdiddy62
    replied
    Floor looks awesome Sza!!
    No, I did not miss the hi-rez weapons at all just forgot to comment. I follow this thread with great anticipation and hope you will reach a point of release soon.

    Regards

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  • gdiddy62
    replied
    Glad to see the work continues

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  • Spike
    replied
    water.vfp has all the answers.

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  • Spike
    replied
    if statements within doom3 materials omit that rendering pass, rather than actually containing any conditional expansion.
    the condition can work on variables at render-time without having to control specific sets of properties. its just a little faster that way.

    the messed up image looks to be the refraction image scaled weirdly. are you sure the glsl code has the right scalers (npot stuff and non-square resolutions mean you need some sort of rescale)?

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  • MadGypsy
    replied
    I know nothing about this language so, maybe this is not your problem but, you have an unnamed object with an if statement of multiple lines and no delimiters.

    Code:
    	{
    		if ( glPrograms == 0 )
    
    		blend		GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA
    		map		test/water_d.tga
    		scroll		time * -.01, 0
    		rgb		.5
    		alpha		0.33
    	}
    IDK, maybe that is how you do it in a material. In most languages the above would not work.

    This would though.
    Code:
    	if ( glPrograms == 0 )
    	{
    		blend		GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA
    		map		test/water_d.tga
    		scroll		time * -.01, 0
    		rgb		.5
    		alpha		0.33
    	}
    Last edited by MadGypsy; 10-22-2013, 12:28 PM.

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