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Thread: My visulally enhanced renderer for Quake2

  1. #21
    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)

  2. #22
    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.

  3. #23

    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.

  4. #24

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