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Quake Revitalization/Retexturing Project official release (preview)

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  • gdiddy62
    replied
    Cool! If I might make a suggestion, take some of the gloss off of the first (top) door. The bottom door looks gnarly!

    Leave a comment:


  • seanstar
    replied
    Hi gdiddy

    i'm just testing them right now and if they look good i will post them...but if not then, maybe not till next week. i'm trying to focus on finishing the eight skins by this friday.

    Leave a comment:


  • gdiddy62
    replied
    Please post these as I'd like to try them Sean!

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  • seanstar
    replied
    edit
    Last edited by seanstar; 06-29-2012, 05:37 AM.

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  • NightFright
    replied
    Well, my rig just can't handle it, especially with water shaders and lightbeam effects (which cost quite some FPS already on their own). Anyway, reliefmapping looks awesome, and I hope one day I can keep it activated all the time.

    Leave a comment:


  • _Smith_
    replied
    I am not suggesting 'proper' value to anyone. I've just wanted to show that there is a tradeoff.

    I used 0.02 value in my example only because it is highest value which do not give visible to me distortions at all, so it was clearly visible what I am talking about.
    Last edited by _Smith_; 01-10-2012, 10:47 AM.

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  • seanstar
    replied
    edit
    Last edited by seanstar; 06-29-2012, 05:37 AM.

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  • _Smith_
    replied
    I've just made quick test of my HD5870 and I've got 20-40 fps in places that are performance bottlenecks.

    Given nvidia cards are usually faster in openGL it should be in playable fps range on GTX560 but rather not constant 60fps.

    Other thing is that even without distortions I still prefer this effects not exaggerated and with value 0.02 – 0.03 difference is almost not noticeable.
    But that is a matter of personal preference.

    My point was, without reliefmapping, offsetmapping creates distortions with high offset value.

    Leave a comment:


  • FC Zvyozdochka
    replied
    GeForce 560 can easily handle DP's reliefmapping (which is incarnation of occlusion mappnig) and costs about 100-120$ in my local store.
    The really bad thing about it is that edges produced with reliefmapping are very "benched", they look alike a stair somewhat. Even with antialiasing on.

    Leave a comment:


  • _Smith_
    replied
    I don't understand why you all are recommending such high offset values.
    With high value it is not much more “3d” but shape is much less defined with ugly distortions and texture stretches.

    Edit: Relief mapping handle high offset value better, but as was stated already it will kill your performance.

    Compare ( view in full size ):
    r_glsl_offsetmapping_scale "0.02"

    r_glsl_offsetmapping_scale "0.05"
    Last edited by _Smith_; 01-10-2012, 08:26 AM.

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  • NightFright
    replied
    No rig with affordable hardware is able to pull off reliefmapping in DarkPlaces with constantly playable framerates. I really tried, and it looks great, but there are some scenes, especially in combination with water using refraction shaders, which make your framerate drop down close to 1 FPS. At least for a quadcore Core i7/920 (2.66 GHz), 3GB RAM and Geforce GTX 560 Ti (1GB), that's what I have. I doubt LH will ever find a way to make this run smoothly, it's just a very demanding effect. It's nice maybe for showcase screenshots, but for normal gameplay it's a killer.

    Settings you should have:
    r_glsl "1"
    r_glsl_offsetmapping "1"
    r_glsl_offsetmapping_reliefmapping "0"
    r_glsl_offsetmapping_scale "0.05"
    r_water "1"
    gl_picmip "0"

    Leave a comment:


  • Seven
    replied
    Hello papamac67,

    I remember that I read a similar issue of yours in another thread.
    Even though you use the last "stable" DarkPlaces build from 20110628, the config entries you mentioned should NOT be deleted by the engine.

    You must know, that DarkPlaces will ONLY delete config entries, that have the default settings.

    You mention in another thread that this strange behaviour seems to be common in your setup.

    Your screenshot looks a bit like Win7, right ?
    If so, and if you use the "64bit-only" version of DarkPlaces, the engine looks for the config files in another folder:
    My Documents/My Games/Darkplaces
    At least that is what I have heard, cannot test it cause I use XP.

    If you use the last "stable" DarkPlaces build from 20110628 then FC Zvyozdochka is right. This build has the offsetmapping feature disabled.
    Please read this post to learn some more things and find download links.

    The next thing you should do/test is the following:
    - Start your DarkPlaces
    - Start a new SP game
    - Go into console and scroll all the way up
    - Read the very first line in console to see the "gamebase directory"

    Then you should check your autoexec file if you have some entries in there that should not be there. Autoexec entries will always override the config.cfg entries.

    In the end you should read your PM (Private Message in this forum).

    Best wishes,
    Seven

    PS: Oh, and be careful with: r_glsl_offsetmapping_reliefmapping 1, it is a performance hungry beast.

    Leave a comment:


  • FC Zvyozdochka
    replied
    Which DP build do you use? The last official release doesn't have offsetmapping at all, and these cvars don't affect on anything.
    Try another releases, such as 2011-02-03 or 2011-08-26 autobuilds.

    Leave a comment:


  • papamac67
    replied
    Hi. I HAD the normal maps working for this mod b4...but then because of some unrelated issue I had to delete my "quake" folder and reinstall everything and now I cant get this working for the life of me!? below is a pic of the guts of my "quake/id1 " folder.(Yes..Its in my 'steam" folder because I originaly bought it on steam and it was already there...also have had it installed by itself in "Programs" too...still could not get it to work again..so moved it back to "steam")..I have several mods installed...don't think there is any compatibility issue with any other mod?. Instructions to install this pack include this:

    "Note 2! (only applicable for normal map add-on pack in DarkPlaces)
    If you want to turn on parallax mapping, you need to type two commands in quake's console:
    – "r_glsl_offsetmapping 1"
    – "r_glsl_offsetmapping_reliefmapping 1" (this one gives higher quality parallax mapping)

    I have typed these commands...doesn't work...restarted SP...doesn't work...have also added the lines:

    "r_glsl_offsetmapping" "1"
    "r_glsl_offsetmapping_reliefmapping" "1" to my config.....doesn't work. And when I close out of the game those 2 lines are magically deleted from my config? What am i doing wrong? As I said..had normals working b4...see pic 2.



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  • Seven
    replied
    Originally posted by seanstar View Post

    im making a texture pack for rogue...all moon textures and mods of his with a few of my own...moons textures are very nice so i tried to use all moon textures in my rogue set.
    Hello Sean,

    First of all, dont take my post as an offend.

    I read that you want to release a rogue world texture compilation, which is based on Moon[Drunk]´s available textures.

    As you know, Moon[Drunk] is currently working on the rogue world textures himself.
    And you surely know that Moon[Drunk] makes new textures from scratch to make them as faithful as possible.

    I highly respect and honor his work.
    I think we should not release a "rogue-compilation" with the usage of his ID1´s, MP1´s and other map-texture packs.
    In my opinion this would not be fair/respectful towards Moon[Drunk], as we know he is doing a wonderful faithful rogue pack at the moment.
    It takes its time, because he does new ones from scratch and will modify the ones which look similar.

    But this is just my personal opinion, I dont know how you think about it.
    Maybe you understand this point of view.
    Seven

    Leave a comment:

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