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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.
    Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
    ==-=-=-=-=-=-=-=-=-=-=-=
    Dev blog / Twitter / YouTube

  • #2
    WOW!! That looks kick ass for a software render'er!
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #3
      sweet!
      http://www.nextgenquake.com

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      • #4
        Well done sir!! Keep the pics/updates coming!
        'Replacement Player Models' Project

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        • #5
          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!
          Authentic Models Pack
          OriOn's ID1 Model Fixes for MP1+2
          LIT/VIS files for Quake addons

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          • #6
            Looks incredibly good. Keep on the good work.

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            • #7
              steve.jpg
              CRIPES!! issat a nyew software renderer?!

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              • #8
                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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                • #9


                  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
                  [ATTACH]2190[/ATTACH]
                  CRIPES!! issat a nyew software renderer?!
                  Yes.
                  Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
                  ==-=-=-=-=-=-=-=-=-=-=-=
                  Dev blog / Twitter / YouTube

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                  • #10
                    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.
                    Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
                    ==-=-=-=-=-=-=-=-=-=-=-=
                    Dev blog / Twitter / YouTube

                    Comment


                    • #11
                      You can use 32-bit textures with a port supporting 8-bit color only?
                      Authentic Models Pack
                      OriOn's ID1 Model Fixes for MP1+2
                      LIT/VIS files for Quake addons

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                      • #12
                        Yes, because this engine compiles them into a special 8-bit format.
                        Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
                        ==-=-=-=-=-=-=-=-=-=-=-=
                        Dev blog / Twitter / YouTube

                        Comment


                        • #13
                          Interesting. If that happens without noticable loss of quality, it may be a pretty neat feature!
                          Authentic Models Pack
                          OriOn's ID1 Model Fixes for MP1+2
                          LIT/VIS files for Quake addons

                          Comment


                          • #14
                            Originally posted by mankrip View Post
                            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.
                            That would be very useful for the brand new Map Jam 8! As of now, you can't use replacement textures with it (well you CAN, but they're rendered in color instead of B&W) because 24-bit textures exceed the palette.
                            ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
                            ♪ What a glorious feelin' I'm haaaaaaappy again ♪

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                            • #15
                              according to some information I just read, 8bits means 8bits per channel. That being the case it should be very easy to render any image in 8bits as long as you have access to each individual channel.

                              1 byte (8 bits) = 255

                              255 is the highest value for any given color channel.

                              32 bit is sort of just a hack, it uses powers of 255 to distinguish the channels.

                              r255, g255^2, b255^3, a255^4 (it's actually base 16 to 6 or 8(if alpha) places but this ex is close enough)

                              But if you access each channel individually, it's not necessary to use such a high number. There isn't a picture on this planet that can't be rendered in 8 bits if the above way I perceive it is correct. Really, the results should always be identical cause all you are doing is going a different way to get up to 255 in each channel. Whether you put those numbers in each channel yourself or let a 32 bit renderer parse out all those powers I don't see how it's any different.

                              I'm working on a 2 bit renderer and using 32 bits to do it ...get it?
                              Last edited by MadGypsy; 10-20-2016, 03:23 AM.
                              http://www.nextgenquake.com

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