Results 1 to 10 of 24

Thread: My visulally enhanced renderer for Quake2

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Quake II face-lift (August 2007, Turbo Delphi)

    A modification to Quake 2 Delphi that uses Vampyre Imaging to upsample textures using Lanczos filter.

    The Lanczos filter gives most visually pleasing results of all upsampling filters. The performance hit is minimal as textures are upsampled during loading (which slows loading a lot).

    Also fixed one bug with lighting caused by incorrect porting from C and added blurring / warping the view underwater similar to what happens in software renderer of Q2 and Q1.

    I am sorry to say this but it doesn't recognize wide screen monitors, assuming it'll always be 4:3

    The current page
    http://chebmaster.com/q2facelift/



    The most ancient fossil of that page
    http://web.archive.org/web/200712032.../index_ru.html

    Sources are included, BUT in delta form, i.e. only the files modified relative to the original Quake2 Delphi sources which you'd have to get elsewhere. You also have to provide Vampyre imaging sources.
    I haven't compiled this since 2008.
    Needs Turbo Delphi (or, possibly, Delphi 2006?) to build.
    Win32 renderer DLL included.
    Last edited by Chebmaster; 15-03-2017 at 11:59 AM.

  2. #2
    P.S. Oops, I forgot I already had a thread for it http://www.pascalgamedevelopment.com...rer-for-Quake2

    P.P.S. But... but... but... I used Search to make sure there was no such thread! ...
    Last edited by Chebmaster; 15-03-2017 at 12:31 PM.

  3. #3
    Quote Originally Posted by Chebmaster View Post
    P.S. Oops, I forgot I already had a thread for it http://www.pascalgamedevelopment.com...rer-for-Quake2
    I have merged your new thread with the old one.
    There is still temporary redirect from new to merged thread that will disappear in 1 week time. So don't be alarmed if for now you still see both of them.

  4. #4
    Really impressive. Good work.
    No signature provided yet.

  5. #5
    Full sources (including the entire Quake2 Delphi) found in one of my file dumps

    http://chebmaster.com/_share/_001/_0...fclift_src.tgz

    Forum pages detailing my modifications to the texture handling routines:
    https://gamedev.ru/code/forum/?id=68117&m=1033063#m4
    https://gamedev.ru/code/forum/?id=68117&m=1033065#m5
    (other ones, like the underwater blur, are not listed)

  6. #6
    In Russian.

    I played OpenArena (Quake3 based). That's all I can say.

    [edit] I forgot that I yet commented in this thread.
    No signature provided yet.

  7. #7

    I still use my modified renderer DLL with Quake2 in my Steam library. Sometimes it updates and I have to re-inject it.
    Works with all expansions (DLCs people call them today) but glitches on some skyboxes.

    I also had fixed one conversion bug in lightmap upload code, all places where there was a pre-baked dynamic light affecting the map, it looked ugly (only that light taking effect on almost-black polygons). That was because this:
    Code:
    for (i=0 ; i<size ; i++, bl+=3 )
    {
      bl[0] += lightmap[i*3+0];
      bl[1] += lightmap[i*3+1];
      bl[2] += lightmap[i*3+2];
    }
    was translated to this:
    Code:
    for i := 0 to size - 1 do
            begin
              bl[0] := lightmap[i * 3 + 0];
              bl[1] := lightmap[i * 3 + 1];
              bl[2] := lightmap[i * 3 + 2];
              inc(pSingle(bl), 3);
            end;
    , which I corrected to this:
    Code:
    for i := 0 to size - 1 do
            begin
              bl[0] := bl[0] + lightmap[i * 3 + 0];
              bl[1] := bl[1] + lightmap[i * 3 + 1];
              bl[2] := bl[2] + lightmap[i * 3 + 2];
              inc(pSingle(bl), 3);
            end;
    and the lightmaks worked as designed.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •