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xreal/evolution q3
#210300
06/09/08 18:37
06/09/08 18:37
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Joined: Jun 2005
Posts: 4,875
broozar
OP
Expert
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OP
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Joined: Jun 2005
Posts: 4,875
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it seems that idTech2/3 are too stubborn to die. at least, since they have become open source, several attempts have been made to update the engines to make them catch up with today's standards. reminds me a lil of the 3dgs plugin rallye for certain shaders etc. this seems to be a real promising one: http://xreal.sourceforge.net/xrealwikiscreenshots: http://xreal.sourceforge.net/xrealwiki/ScreenShots
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Re: xreal/evolution q3
[Re: broozar]
#210369
06/10/08 06:01
06/10/08 06:01
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Joined: Apr 2007
Posts: 582 Germany
Poison
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Posts: 582
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*bump* lol..........?! AMAZING...I have nothing more to say.
Everything is possible, just Do it!
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Re: xreal/evolution q3
[Re: Poison]
#210376
06/10/08 06:51
06/10/08 06:51
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
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it is interesting, how much can be done with old tech, with a little TLC.
Edit: now that i think about it, the only things you really need to bring one of those engines up to current gen is hlsl/glsl support, a nice dynamic shadowmapping shader, the ability to add dof/bloom/hdr, and a nice normalmap/parrallax mapping shader.
Last edited by lostclimate; 06/10/08 07:12.
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Re: xreal/evolution q3
[Re: broozar]
#210418
06/10/08 14:35
06/10/08 14:35
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Joined: Jul 2002
Posts: 1,364 Minbar
MaxF
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Posts: 1,364
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Well it looks better then some A7 screenshots, sorry to say that!
Last edited by MaxF; 06/10/08 14:35.
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Re: xreal/evolution q3
[Re: broozar]
#210440
06/10/08 16:38
06/10/08 16:38
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Posts: 4,771
Bay City, MI
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"it can't be that we are all dumb."
its not, its that we are all lazy. think about it for a sec. even from the art aspect, when is the last time someone you saw someone create a normal map from a high poly soldier that looked as nice as your last screen? the only time with 3dgs i saw taht was the one sebecrea maded for lived. so if the art end is lazy right now then i only have to assume that the programming side is too.
edit: I have to say i just noticed and i really love how their parallax mapped leaves turned out (not sure it might just be really good normal mapping)
Last edited by lostclimate; 06/10/08 16:41.
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