Can't Wait
#14780 posted by Qmaster on 2017/05/24 03:14:10
For retroquad to "come out".
Mankrip
#14781 posted by Qmaster on 2017/05/24 04:34:03
Will Retroquad support bsp2, protocol 999, and enhanced limits?
Or is that too "modern" for Retro?
#14781
#14782 posted by mankrip on 2017/05/24 07:41:20
BSP2 and enhanced limits would be nice.
Specific protocols from other engines will likely not happen, and I'll probably develop a custom protocol tailored to Retroquad's specific features. Also, hardware-accelerated engines will always be a better choice for multiplayer.
The only part of the BSP renderer still missing HD texture support is the scrolling sky renderer. There's also a bunch of usability improvements and some other stuff to do in the texture code, and the texture format still needs some changes & additions.
The palette management subsystem needs some big changes that will allow the implementation of a new color selection algorithm which should be more accurate in some cases, and also allow for colored lighting.
Mankrip
Decal support?
Also I was thinking that the tech that you've got in retroquad would make for a great 8 bit paint. Not very many programs let you paint with a palette with opacity.
Shamblernaut
#14784 posted by mankrip on 2017/05/24 14:33:47
Proper decals would take a lot of work to implement, and would slow down the renderer even more.
A more possible alternative would be to implement stainmaps similar to the ones in Darkplaces, but it's not in my plans yet.
Hmm, I didn't think about using it for 8-bit painting before. Nice idea.
The closest I had thought about was to create a modified version of the texture compiling algorithm as an alternative dithering method for quantizating standard 2D images (converting TGAs to PCX, etc.). It would be interesting to compare against usual 2D dithering methods such as Floyd-Steinberg.
#14785 posted by Spike on 2017/05/25 06:43:06
if you're still using a surface cache, you could try painting your decals into that. That should make them free other than for adding/removing them(or when dlights are around).
I believe this is the way halflife did them.
(stainmaps suck)
regarding 8-bit painting, increase the lightmap resolution and just megatexture the entire map!
Spike
#14786 posted by mankrip on 2017/05/25 08:54:48
Retroquad's surface cache only contains light levels, not texture data, and because of this there's no way to paint a decal texture into them. Lighting & textures are combined in realtime, per-pixel.
Also, decals aren't strictly necessary to achieve a cohesive visual style - they're an addition, not an improvement per se. Part of my main focus is on making the engine easier to produce content for, not on raising the amount of content to work on.
But it will always be possible to use sprite-based decals like the ones in Scourge of Armagon.
Soft Depth On Opaque BSP Entities
#14787 posted by mankrip on 2017/05/29 20:42:05
RetroJam 6 map: The Legacy of Giants, by khreathor. Edited version with soft-depth sand.
screenshot
#14787
Pretty nifty.
Awesome Stuff!
#14790 posted by metlslime on 2017/05/30 07:32:49
that's a clever use of soft depth effect, i've usually only seen it for liquids/smoke.
question, does it look good in motion or does the parallax give it away?
Metlslime
#14791 posted by mankrip on 2017/05/30 12:24:28
It looks good in motion because it's dithered in screen space, using an ordered dither.
That Looks Rad
#14792 posted by nitin on 2017/05/30 13:27:28
Noice
#14793 posted by Noice on 2017/05/30 13:49:09
Looks Amazing
#14794 posted by starbuck on 2017/05/30 16:52:39
any chance of a video?
TF Map Pimp.
#14795 posted by drow on 2017/05/30 23:59:11
Facing Worlds??
Pretty Much.
#14797 posted by drow on 2017/05/31 00:04:27
#14798 posted by metlslime on 2017/05/31 06:59:58
Mankrip I mean, will you be able to see that the sand is either floating over the floor or sunken beneath it, due to parallax?
Another One By Urthar
#14799 posted by negke on 2017/05/31 13:55:59
Making My The 2nd Map Ever Made
#14800 posted by Kres on 2017/05/31 19:27:55
@Kres
Looks very interesting. Unique geometry and feel to these. That rotunda in the first few screens reminds me of a roulette wheel.
Cool
#14802 posted by mjb on 2017/05/31 19:51:42
That is some crazy central cylinder thing you got going there. I also like that sewer shot with an apparent gold key door. Nice work, keep us updated!
#14798
#14803 posted by mankrip on 2017/05/31 23:33:20
Yes, it looks a bit floating over. But if you look from an angle parallel to the floor, the sand will look fully opaque, because there won't be any surface near it from behind. The depth is calculated from the view plane.
I have an idea for properly multitextured surface blending, which would be way faster to render, but it's also too complicated to try at this moment.
#14804 posted by mankrip on 2017/06/01 10:31:58
drow: It looks good, but you could use different texture themes for each side (medieval/metal/etc.), instead of changing the colors only.
Kres: Really bloody good. Water in Quake doesn't look good enough in pitch black areas, though.
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