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DjFou
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Post by DjFou »

If you need some OSX PPC compiler for ioquake3...
Tell me, it would be a pleasure :)

Nice job already, but LOD terrain will be hard to pass ! :(
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Rookie One.pl
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Post by Rookie One.pl »

Thanks for the offer, we'll surely need testing. :)

Not as hard as you would've expected, I'm getting there with the terrain. :)
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Post by Rookie One.pl »

As I said, we have progress with terrain rendering:
Image
As you can see, the texture coordinates are still wrong, the terrain is rendered in fullbright (no lighting) and at lowest possible level of detail, but I'm getting there.
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Runt
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Post by Runt »

nice work guys!
keep up the good work :!:
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Post by Kalti »

Image

Keep it up guys!
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kleiton
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Post by kleiton »

Are you going to add ipv6 support?
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Post by Rookie One.pl »

No. Yes. Well, kind of. :) Not us, but the ioquake3 guys are working on it right now, so I'm pretty sure we'll have it too.
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Waylander76
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Post by Waylander76 »

Great work guys... :)
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Post by kleiton »

Rookie One.pl wrote:No. Yes. Well, kind of. :) Not us, but the ioquake3 guys are working on it right now, so I'm pretty sure we'll have it too.
You've just answered my next question too. Many thanks, and good work!
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Post by Rookie One.pl »

Don't go thanking us yet, wait till it's done.
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Post by kleiton »

Rookie One.pl wrote:Don't go thanking us yet, wait till it's done.
Of course you deserve the thanks. :P

EDIT: I think this was a little off topic...
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Post by Rookie One.pl »

I figured out the texure coords. :) That is, most of them, on other maps there are ones which show up as blocks of solid colour, I guess this has to do with some flags we're not handling yet. Will inspect that.

As you can see in the screenshot below, the terrain tiles up well with a patch mesh:
Image
And a random Stalingrad screenshot:
Image
Mind you that terrain still has no lighting.
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Post by Rookie One.pl »

Here's an update: terrain now does have lighting! :)
Image
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Post by kleiton »

Would a comparison be bad?
They are the same, the only diff is my gamma, which is 1.4.
Image

And this was the closest that I could get. The upper right and lower left are from OMoHAA.
Image
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Post by Rookie One.pl »

Nice comparison.

I know some textures are too bright. I think it's an issue with mapping lightmaps forcefully into the next texture bundle instead of letting the engine collapse the stages. It's common practice in MoHAA's shaders and while it allows for hacking some effects nicely (e.g. the reflection on the windows that appear on the glass only, not on the frames), it's generally abused. I'll get around to fixing it shortly.
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