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"water" edition released! (2006-09-12)

by Aardappel_ on 09/13/2006 01:21, 153 messages, last message: 09/02/2007 16:54, 166326 views, last view: 05/15/2024 19:56

http://sourceforge.net/project/showfiles.php?group_id=102911

* new water rendering supporting reflection & refraction
* added "setteam" command for forcing teams via mastermode
* added support for material texture slots
* added "shaderdetail" var that can turn off some expensive shaders
* monsters wake up if monsters close to them get shot by a visible player
* dying while using a menu doesn't pop up the scoreboard anymore
* added a static version of the wiki to the documentation
* uniformly scaled down the spec factor in all maps from 8 to 6 (as used in metl4)
* deaths now spawn a number gibs depending on the amount of excess damage, if that is a lot then no corpse is rendered
* increased the minimum ambient light factor for opponents in multiplayer a lot (can't hide in the dark anymore)
* added simple keybinding options to the menus
* added damageblendfactor & damagespherefactor var
* starting grenades reduced to just 1
* added support for md2 vweps
* added optional flipping over X and Y axes to "texture" command
* added makke's new ammo/health models
* added models for rocket/grenade launcher projectiles
* fixed broken world-specular on ATI cards
* changed rendering architecture to do seperate Z pass to get more accurate occlusion culling and reduced pixelshader load

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#10: Re: ..

by eihrul on 09/13/2006 03:48, refers to #5

Ideally you can, but because of the Fresnel effect, your reflection is very faint if you're looking at the water straight down. You can see yourself in places if you look carefully.

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#11: Re: visual glitches on ATI

by eihrul on 09/13/2006 06:32, refers to #11

NOTE: if water performance is an issue, you can tone it down with "waterrefract 0". Also, you can turn down the detail of shaders in general by setting the "shaderdetail" variable to values less than 3 (the default).

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#12: Re: ..

by guest57 on 09/13/2006 09:46, refers to #10

ah... yeap - I do see a subtle reflection of myself. My dream is spoilt, I am an ugly little ogro after all - lol.

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#13: ..

by StillPeter on 09/13/2006 10:18

The ruby map is fantastic.

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#14: ..

by Max of S2D [Fr] on 09/13/2006 12:48

OH MY FUCKING GOD

THAT'S AMAZING

(sorry, i'm so excited)

Great, GREAT work !

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#15: ..

by Max of S2D [Fr] on 09/13/2006 13:13

I found a bug. >_>

A hall of mirrors. It's in MaxIsland2.

http://img168.imageshack.us/img168/4153/bugmj1.jpg

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#16: ..

by makkE on 09/13/2006 13:47

You´re not really supposed to have water touching bare sky. It´s rather bad design on your behalf than a bug that would need to be fixed.

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#17: ..

by Questioner on 09/13/2006 13:51

Please, please, please support some form of 3D import from other programs, e.g. through maya, max, direct x files, etc

please.....

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#18: ..

by makkE on 09/13/2006 13:58

You can use blender or ms3d to import almost any 3d file format and export to .md3 (or .md2 but it´s a bit painfull with blender).

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#19: Re: ..

by Passa on 09/13/2006 14:01, refers to #15

Well I can confirm this bug on k_rpg (but the hall of mirrors is not under the water, its above)

Ill post a screenie later.

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#20: ..

by StillPeter on 09/13/2006 14:11

When you are in water, look upwards and jump all the while moving forward, there's no splashing sound when you hit the water's surface after the jump.

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#21: Re: ..

by rpointon on 09/13/2006 14:43, refers to #19

We may need a few map design guidelines for the placement of water to avoid visual anomalies like 'hall of mirror' type effects... I suspect that expecting the engine to sort out _all_ reflection issues is a bit much.

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#22: Re: ..

by Max of S2D [Fr] on 09/13/2006 15:26, refers to #16

MaKKe, it's touching cubes with sky texture. :p that's what you mean ?

Well, that version stay amazing.
Occlusion Culling is becoming perfect.
Shaders need less performance.
And, the amazing thing is i got 35 fps with bumpmapping O__O

Great work. :3

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#23: FR Patch

by Max of S2D [Fr] on 09/13/2006 15:27

http://maxofs2d.ma.funpic.org/sauercube/menus.cfg

If there are some frenchies in that forum, they should know we did the patch :)

(i'm fast, i know lol)

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#24: Re: ..

by cronos on 09/13/2006 16:49, refers to #21

Nice water works fine in my new level

http://www.ghmk.de/images/sb/SB_GK_SC01.jpg

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#25: ..

by makkE on 09/13/2006 16:51

That maps looks suberb! Great job. Where are the textures from?

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#26: Re: ..

by cronos on 09/13/2006 17:06, refers to #25

The textures are out of my new texture collection that I am currently creating.
As soon as I am finished with the map and the texture set I am going to make both available to everyone.

It is going to be a texture collection with around 60 Textures in 512 and 1024 and even some 2048 created from high resolution photos with normal, height, spec and colure maps.

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#27: ..

by makkE on 09/13/2006 17:09

Great news and awesome textures, cronos, those would be perfect for the rpg :)
Do you make the normalmaps from height maps?

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#28: Re: ..

by cronos on 09/13/2006 17:13, refers to #27

I paint most of them in normal map colures combined with the NVIDIA plug-in or I use my http://www.sensable.com/products/3ddesign/freeform/ClayTools_System.asp to make the moor complex ones.

You’re welcome to use them for the rpg once I have them ready :)

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#29: Re: ..

by shadow516 (school) on 09/13/2006 17:23, refers to #26

Holy crap cronos. The more I see of your work, the more my jaw drops!

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