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  • Korax

    Yes, issue with perspective exist, i mean because screen aspect changed from 3/4.
    See MYgluPerspective in SetupGL function or some like that.
    I don't struggle with that.

    About modes - also increase your maximum of modes to 90, i think that be enough for every case.

    Good luck with development.
    Small jsHexen2 and retex project http://hexen2retex.narod.ru/

    Comment


    • Cool. I'll give that a shot.

      Where can I find good textures for testing Hexen2's internal lump (LMP) 2D graphics... stuff like console background, console chars, statusbar, menus, etc.

      I'd like to add external support for the internal gfx LMP files.
      http://www.jacqueskrige.com
      http://twitter.com/jacqueskrige
      http://www.facebook.com/jacqueskrige
      https://plus.google.com/112626039826785974740/

      Comment


      • Originally posted by Korax View Post
        I'm not sure at all how possible it'll be to load-up Quake/Hexen2 data within the idTech2 engine, but I'll give it a shot when the time comes.
        FTEQW loads quake 1, quake 2 and Hexen2... i think it's possible =) idtech2 got inventary like hexen2 maybe it's more compatible than we expect.
        Ia! Ia! Shubb Niggurath!


        "Not dead is what forever can wait" (HPL)

        Comment


        • Thats true.

          I've got another update that's almost done..
          The way UQE's 2D scaling works has been improved significantly.

          The current UQE you can just turn scale on/off and it will scale the 2D renderings either at their original size, or "fullscreen".

          Some resolutions have this scaling create bad graphical artefacts... which I'm thinking was being referred to earlier.

          The new scaling code works different... it still works only with on/off, but the engine chooses the best possible scaling for any given resolution (letterbox or wide) and scales accordingly with ZERO graphical artefacts.


          EDIT:
          Improved 2D scaling implemented!!
          It calculates the current aspect ratio and resolution and scales the 2D graphics according to that for the best results with ZERO graphical anomalies.
          Heres a screenshot of it in action on the hiest resolution I can set: 1920x1080
          http://www.quake-engine.com/files/hexen21.jpg
          Last edited by Korax; 09-29-2010, 06:03 AM.
          http://www.jacqueskrige.com
          http://twitter.com/jacqueskrige
          http://www.facebook.com/jacqueskrige
          https://plus.google.com/112626039826785974740/

          Comment


          • I fixed a few minor issues with the scaling code... at some cases it was giving me "bad coordinates" issue, but that was because I forgot to set the scaling (if its on) at video initialization.

            Without the fix, all thats needed is to turn off the scaling cvar or start-up the game at 640x480 GL and it will turn the cvar off automatically.

            Next on my list is experimenting with the "bloom" code.
            http://www.jacqueskrige.com
            http://twitter.com/jacqueskrige
            http://www.facebook.com/jacqueskrige
            https://plus.google.com/112626039826785974740/

            Comment


            • Good news... "GL_ARB_texture_non_power_of_two" is implemented in UQE HexenII 1.14

              Heres the results: (pay attention to the statusbar)

              Before:


              After:


              The only thing I'm not sure of is mipmapping of model skins. Textures that are npow2 can't be loaded as-is if its going to be mipmaps. This means if I want the model skins to be unscaled (looks better) I can't get mipmaps for the model skins.

              I'd like some inputs from the other developers in this.
              My view is it must be scaled to make it pow2 because it must have mipmaps.
              http://www.jacqueskrige.com
              http://twitter.com/jacqueskrige
              http://www.facebook.com/jacqueskrige
              https://plus.google.com/112626039826785974740/

              Comment


              • "My view is it must be scaled to make it pow2 because it must have mipmaps" - my opinion is same.

                About resampling to pow2 - also use Lord Havok's texture lerp code, it work fine (i don't remember but believe similar code already implemented in UQE 1.13).
                Small jsHexen2 and retex project http://hexen2retex.narod.ru/

                Comment


                • Find in code GL_NEAREST and replace to GL_LINEAR to make hud looking smoothed, not point sampled. I dont know exactly but mipmaping for models ignored. always texture mode GL_Linear_mipmap_nearest???
                  ----- for example in gl_draw.c
                  // point sample status bar
                  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //raven: GL_NEAREST
                  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //raven: GL_NEAREST
                  -----
                  also hexen2 in opengl shift textures after apply GL_LINEAR to status bar. you spot that one last line in image starts drawing bottom.
                  for easy look this

                  GL_linear filtered image (has true position)

                  1111
                  2222
                  3333
                  4444
                  GL_Linear shift texture
                  4444
                  1111
                  2222
                  3333
                  Look Pa3pyX source code he fixed it. Or he makes it look closer.
                  Look at picture
                  http://heretics-hexens.ucoz.com/temp/hexen17.png
                  Hexen:Edge of Chaos: News - my most awaiting game
                  Qtracker - for easy searching of Quake and HeXen II servers
                  HeXen II: All Source Ports List - i am collecting everything for HeXen II
                  HeXen II Files - under development
                  Me at Facebook - want play hexen2 multiplayer write me
                  hexen2 ftp
                  hexen2 maps, mods, addons, etc, torrent

                  Comment


                  • Apply GL_NPOT for everything look at Sickle this shoult looks less lined look
                    http://heretics-hexens.ucoz.com/temp/hexen18.jpg
                    P.S. don't forget to read previous post )))
                    Hexen:Edge of Chaos: News - my most awaiting game
                    Qtracker - for easy searching of Quake and HeXen II servers
                    HeXen II: All Source Ports List - i am collecting everything for HeXen II
                    HeXen II Files - under development
                    Me at Facebook - want play hexen2 multiplayer write me
                    hexen2 ftp
                    hexen2 maps, mods, addons, etc, torrent

                    Comment


                    • regarding hexen17.png - try clamping the texture coords to the edge of the texture:
                      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
                      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                      Some Game Thing

                      Comment


                      • Boys, you are great in coding, i know...
                        i'm very happy because i started this thread and i see great results, but...
                        i'm still searching some skilled people to enhance the lightmaps and to create RTLIGHTS files... i'm not skilled in this way, but somebody can do it.
                        I'm sure.


                        It's not a joke: if we'll have RTLIGHTS in hexen2, coders will be incited to develop a better and performant graphic compart. And normalmaps will used at best

                        P.S. i saw a great idtech3 engine, that is relly promising: Xreal. find it on google and see it: that sources can inspire the coders in this thread

                        @Korax
                        Try to fix the "video modes" so user can change resolution INGAME...
                        Last edited by inkub0; 09-30-2010, 04:03 PM.
                        Ia! Ia! Shubb Niggurath!


                        "Not dead is what forever can wait" (HPL)

                        Comment


                        • @Spike, This does not help, its maybe texture positioning.
                          EDIT
                          Plus i found some functions called SCRAPS that alter graphic.
                          If i disable it, some textures looks better and their coords proper.
                          What is it need to learn more.
                          How you fix zbuffer flickering? if we have two brushes with the same coordinates but with various textures game engine cant draw it, and we see flickering/ zbuffer fight.
                          ?
                          Last edited by WhiteMagicRaven; 10-02-2010, 03:12 AM.
                          Hexen:Edge of Chaos: News - my most awaiting game
                          Qtracker - for easy searching of Quake and HeXen II servers
                          HeXen II: All Source Ports List - i am collecting everything for HeXen II
                          HeXen II Files - under development
                          Me at Facebook - want play hexen2 multiplayer write me
                          hexen2 ftp
                          hexen2 maps, mods, addons, etc, torrent

                          Comment


                          • 2 MONTHS toghether!

                            This thread is 2 months old! we reached new objectives, and our visibility is global!

                            in this month:
                            - all the Hexen2 coders visited and posted here
                            - we got releases of Hexen2 engines discussed in this thread!
                            - coders are exchanging ideas
                            - textures are growing (i know, very slowly)


                            We are still searching RTLIGHTS experts...
                            Last edited by inkub0; 10-06-2010, 03:58 PM.
                            Ia! Ia! Shubb Niggurath!


                            "Not dead is what forever can wait" (HPL)

                            Comment


                            • We just do little steps now

                              I relax in that week, but today i start do something.
                              I made little tunes for jsH2 engine, replace some effect textures, fix some bugs.

                              May be soon i see about lighting system in jsh2.
                              For now i was test engine on old systems, and jsH2 successfully run on Voodoo 2 and Win9x.
                              In future i add new features unsupported by Win9x and old videosystems, so next build be last one fully compatible with old systems.

                              Screenshot: jsH2 with Inkub0 texture pack run on Voodoo 2
                              Attached Files
                              Last edited by jeank; 10-04-2010, 11:01 AM.
                              Small jsHexen2 and retex project http://hexen2retex.narod.ru/

                              Comment


                              • interesting, but... is voodoo2 standard opengl? i guess no
                                Ia! Ia! Shubb Niggurath!


                                "Not dead is what forever can wait" (HPL)

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