Originally posted by golden_boy
View Post
Announcement
Collapse
No announcement yet.
FTE QW engine.
Collapse
X
-
Originally posted by Spike View Postregarding the particle system, one (general) significant difference between fte and dp is that fte allows per-shader glsl code, including embedding shaders and thus glsl within particle effects.
The 'high' particleset contains a teleport effect which warps the screen around it, via glsl.
Check out high.cfg's te_teleport
Like I say, FTE can support refraction when given the proper shader.
This is a quickish example for eg *water1 (on eg dm3).
Shove this in some .shader file, enable r_novis (or use a water-vised map) and you'll have a somewhat cheesy refraction effect for that particular water texture.
Code:*water1 { glslprogram { !!cvarf r_wateralpha varying vec2 tc; varying vec4 tf; varying vec3 norm; varying vec3 eye; #ifdef VERTEX_SHADER attribute vec2 v_texcoord; attribute vec3 v_normal; uniform vec3 e_eyepos; void main (void) { tc = v_texcoord.st; tf = ftetransform(); norm = v_normal; eye = e_eyepos - v_position; gl_Position = tf; } #endif #ifdef FRAGMENT_SHADER uniform sampler2D s_t0; //refract uniform sampler2D s_t1; //normalmap uniform sampler2D s_t2; //diffuse uniform float e_time; uniform float cvar_r_wateralpha; void main (void) { vec2 stc, ntc; vec3 n, refr, refl; float fres; stc = (1.0 + (tf.xy / tf.w)) * 0.5; //apply q1-style warp, just for kicks ntc.s = tc.s + sin(tc.t+e_time)*0.125; ntc.t = tc.t + sin(tc.s+e_time)*0.125; //generate the two waveforms n = (texture2D(s_t1, 0.2*tc + vec2(e_time*0.1, 0)).xyz); n += (texture2D(s_t1, 0.2*tc - vec2(0, e_time*0.097)).xyz); n -= 1.0 - 4.0/256.0; //rebalance to avoid 8bit precision issues n = normalize(n); refr = texture2D(s_t0, stc + n.st*0.2).rgb; refl = texture2D(s_t2, ntc).rgb; //actually this is just the regular warped texture //fresnel term please! fres = abs(dot(norm, normalize(eye))); fres *= 1.0-(cvar_r_wateralpha * 0.5); //I've used an extra multiplier to ensure its visible. gl_FragColor = vec4(refr * fres + refl*(1-fres), 1.0); } #endif } { map $currentrender } { map water1_norm.tga } { map water1.tga } }
It does lack reflections however. Shouldn't be too hard to render that to an FBO (basically using the existing mirror/portal code). So consider that already done.
Regarding DP's glsl, theoretically yes, you could copy+paste the relevent bits out of dp's main.glsl file in to whatever shader you're trying to create. A few things worth mentioning: DP uses the one-shader-to-rule-them-all method which contains a whole huge mega big chunk of ohmygodlookatallthat code, which makes it quite hard to actually figure out which parts are useful, either way its not a direct copy+paste. Also both engines use different names for the various inputs (the uniforms/attributes). Its probably better to copy the maths/logic rather than the whole text.Give a man a fish, he eats for a night. Teach a man how to fish, he eats for a lifetime.
Comment
-
Originally posted by hoover1979 View PostHow do I get FTEQW to run? it crashes before it begins EVERYTIME!!! are there files I dont have? if so can you give me a link to them I got the client which is just an exe and a couple of other files and put them in main folder of quake but no luck nor with hexen 2 either. Please help me?
Do you have the latest binary from this site:
FTEQW - Experimental
BTW - you can forget about "stable" versions of FTE, I doubt that will happen anytime soon. Experimental is the current branch.
The executable should be the only thing you need to start the game.
Edit: It will also help if you state your OS/platform, such as "Windows Vista 64 bit" or "Linux 32 bit".Last edited by golden_boy; 09-29-2013, 09:00 AM.
Comment
-
-
Originally posted by Sza View PostI downloaded it here FTE QuakeWorld | Free Games software downloads at SourceForge.net
Comment
-
Originally posted by golden_boy View PostIt is a good idea to post the exact error message. If there is no error message, start FTE from a DOS prompt if your OS has something like that. You might get a better error message then.
Do you have the latest binary from this site:
FTEQW - Experimental
BTW - you can forget about "stable" versions of FTE, I doubt that will happen anytime soon. Experimental is the current branch.
The executable should be the only thing you need to start the game.
Edit: It will also help if you state your OS/platform, such as "Windows Vista 64 bit" or "Linux 32 bit".Give a man a fish, he eats for a night. Teach a man how to fish, he eats for a lifetime.
Comment
-
I had the issue of fteqw crashing right at start too, solution was to start with a fresh Quake folder with only id1 (and qw) in it. Looks like it reads the configs other engines have generated and gets confused by those. So now I have a seperate fte installation and everything seems to work fine.
Comment
-
Originally posted by leopold View PostI had the issue of fteqw crashing right at start too, solution was to start with a fresh Quake folder with only id1 (and qw) in it. Looks like it reads the configs other engines have generated and gets confused by those. So now I have a seperate fte installation and everything seems to work fine.Give a man a fish, he eats for a night. Teach a man how to fish, he eats for a lifetime.
Comment
-
By the way, it recently occurred to me that you can download the magical piece of software called csaddon.dat (which contains the terrain and rtlights editors) from this place:
Index of /moodles
You should also be able to always find the latest FTE binaries for all supported systems on there, so if you're interested in FTE at all, you might wanna bookmark that.
There are now debug builds for a variety of platforms, which should output more helpful crash messages than the "release" builds. I'd almost suggest that you should _always_ run a debug build with FTE; it's what I do.
On a related note, here's a webGL port of FTE; this means Quake in your browser. Might wanna try it sometime!
FTE QuakeWorld
A little while after the "Join a Server" menu appears, you should get a popup where you can choose a graphics preset. After that, you can start a singleplayer game (shareware.)
You can get to the console in FTE at all times by pressing Shift + Esc.
Comment
-
Spike makes a lot of stuff! One day you'll probably be able to build entire games for FTE, in FTE. I'd check it out, for sure.
Comment
-
Originally posted by MadGypsy View PostSpike makes a lot of stuff! One day you'll probably be able to build entire games for FTE, in FTE. I'd check it out, for sure.
Ahem. Anyway,
Shadowmaps (realtime) on heightmap terrain. I bow towards Britain 5 times a day from now on.
Comment
-
But that's all messed up, right? That shadow implies you are floating in space. Am I missing something?
Also:
Germans bowing to Brittain...lol. I know this isn't 194x but that's still historically nutty. Then again they kicked your butt, so...IDK
Not so funny thing though, I recently read something that explained how Churchill was a huuuge war criminal, and not very arguably, more of a demon than Hitler. The article basically posed the facts that Hitler wanted to fight Churchill on battlefields and Churchill just wanted to blow up a bunch of German civilians. There was some agreement or something at some point in the war, but Churchill didn't honor it.
I know Hitler also did these things throughout much of the war so he was probably getting what he deserved. However, how can Churchill be considered a "hero" when he just did the same shit Hitler did, just for a different reason and ultimate goal.
However Roosevelt wasn't much better... really, the 1940's saw a world being run compartmentally by a bunch of lunatics. Every leader had some interest in a huge war. They were also all involved with a central bank.Last edited by MadGypsy; 11-10-2013, 08:03 PM.
Comment
Comment