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Go Back Home > Forums > Quake Mod Releases > Works-In-Progress > Retroquad Search Forums

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Unread 10-13-2016, 07:33 PM   #1 (permalink)
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Retroquad

This is my 8-bit color software rendering engine.













Support for the QRP textures is still being worked on. Right now my focus is on the BSP renderer, so it will take a long time for things like the HUD and monsters to be improved.




Skyboxes.



Sky horizon fading.



The demo map I've shown at QExpo.



Molten texture mapping.



Procedural particles.



Soft-depth sprites.



Emitter shading, which renders the original 3D flame models in a different way. Still needs a lot of work.
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Unread 10-13-2016, 08:03 PM   #2 (permalink)
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WOW!! That looks kick ass for a software render'er!
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Unread 10-13-2016, 10:29 PM   #3 (permalink)
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sweet!
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Unread 10-14-2016, 01:50 AM   #4 (permalink)
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Well done sir!! Keep the pics/updates coming!
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Unread 10-14-2016, 03:12 AM   #5 (permalink)
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You come up with that out of nowhere, man? xD Insane! I know there's qbism Super8 with 8-bit rendering, but it didn't use it. Maybe your approach is more to my liking. Keep going!
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Unread 10-14-2016, 11:19 AM   #6 (permalink)
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Looks incredibly good. Keep on the good work.
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Unread 10-15-2016, 09:28 PM   #7 (permalink)
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steve.jpg
CRIPES!! issat a nyew software renderer?!
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Unread 10-16-2016, 01:24 PM   #8 (permalink)
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Hello mankrip,

Good to see you finally here at quakeone.com as well, showcasing your engine.
You did add a lot of beautiful things since last time I have read about Retroquad at insideqc.com.

I do not fully understand your support for external textures, but I guess that is a request from the newer generation Quake players...
Anyhow, they do look very good in your engine !

Really great work mankrip.
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Unread 10-16-2016, 01:35 PM   #9 (permalink)
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Real-time additive lumas are supported now. They can use the whole palette (i.e. they're not limited to fullbright colors).

Originally Posted by Amon26 View Post
Attachment 2190
CRIPES!! issat a nyew software renderer?!
Yes.
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Unread 10-16-2016, 01:45 PM   #10 (permalink)
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Originally Posted by Seven View Post
I do not fully understand your support for external textures, but I guess that is a request from the newer generation Quake players...
That is actually because making paletted textures is too hard. The internal texture format created for Retroquad allows for a much higher quality conversion than any image editing program in the market could do, because it was developed with the needs of 8-bit color 3D rendering in mind.

So, support for external textures is not just for allowing higher resolutions, but also to make it easier to create new assets.
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