ETXreaL is a graphics mod for Wolfenstein: Enemy Territory using the enhanced XreaL id Tech 3 GPL engine.

Post download Report abuse ETXreaL 0.3.0
Nov 12th, 2011
1,455.72mb (1,526,434,119 bytes)
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ETXreaL-0.3.0-20111110.7z is the first major release including over 1 GB of new textures. It contains binaries for Windows and Linux.

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ETXreaL-0.3.0-20111110.7z - Changes since preview ET-XreaL_snapshot_20101115.7z

* IMPORTANT: Changed media license for community contributions to "Creative Commons Attribution-ShareAlike 3.0 Unported"

* Changed required minimum OpenGL version to 3.2 on Windows
* 20 - 80% faster runtime speed by using better Visual Studio compiler options
* Replaced VS 2008 and SCons project files by Premake 4.3
* Changed default binary installation folders to bin/ to avoid conflicts between different architectures
* Improved r_softShadows quality and speed with irregular shadowmap sampling like in Crysis
* Implemented Exponential Variance Shadow Mapping to fight the VSM light bleeding problems
* Optimized tangent space calculations for ET skeletal models (big speed improvement if r_vboVertexSkinning 0)
* Fixed bugs concerning r_vboDeformVertexes
* Added more ET specific keywords to the .shader parser
* Added top-down view for r_showBspNodes
* Added engine version to the console
* Updated JPG loader to libjpeg 8c
* Added Omni-bot 0.81 to default etmain game
* Defaulted com_maxfps to 125
* Rewrote HDR tone mapping to use correct RGB <-> XYZ <-> Yxy color space conversions
* Added GUID system to generate etkeys which are sent as cl_guid
* Renamed r_dynamicLightCastShadows to r_dynamicLightShadows

* Improved ETXMap -map2map -format quake3 using additional support for worldspawn detail brushes
* Improved ETXMap -map2map -format quake3 to support texture coordinates without GtkRadiant 1.4
* Improved alternate BSP splitter algorithm for faster map compiles and better rendering speeds
* Updated JPG loader to libjpeg 8c
* Changed Unix home dir from .etwolf to .etxreal

* Added over 1 GB new high resolution textures using diffuse, normal and specular material information
* Added replacement textures for battery and fueldump by Eonfge
* Added high quality skyboxes and models by AVOC
* Added fueldump additions by KeMoN
* Converted original ET maps to the Doom 3 .map format and added an etx_ prefix to them

Preview Image
ETXreaL 0.3.0
Post comment Comments
Argoon Nov 13 2011 says:

Can't play, loading times are just crazy on my wxp machine with 2GB of RAM and a AMD HD2600 AGP using 11.10 drivers, normal ET loads much much faster.

+3 votes     reply to comment
morsik Nov 21 2011 replied:

Normal ET doesn't contains 1024x1024 textures... with other variants (parallax, specular, displacement)

+3 votes     reply to comment
ETDamien Nov 14 2011 says:

Happened to me as well but only at first run.

It still takes some time to load a map. This could be reduced greatly by converting the .png textures to .dds format removing the need for automatic compression each time the assets get loaded.

+3 votes     reply to comment
Argoon Nov 15 2011 replied:

I did that (and funny is that the .dds is bigger then the .png 8/ ) and the game doesn't start now, it complains about not finding the .png's.
By the way i'm now trying to play on my W7 machine with a Qcore cpu, 8 GB of RAM and a AMD HD 5770 GPU with 1GB of VRAM. And it still takes a BUNCH of time before i can enter a map.

+3 votes     reply to comment
Mateos Nov 15 2011 replied:

He was suggesting it for devs... Of course the game is made to read jpg/tga/png, not dds currently.

+4 votes     reply to comment
morsik Nov 21 2011 replied:

File size if not the same thing as texture size in memory.
PNG must be decompressed to it takes 4M for every texture (RGBA) but dds can be store as compressed format (so it can take only - let's say - 1M per texture)

+3 votes     reply to comment
treborator Author
treborator Nov 17 2011 says:

Yeah the long load times are caused by the huge textures.

Right now the .png is extracted from the .pk3 then decompressed to RGBA8 and if you upload it into the gfx card and you have texture compression enabled the driver compresses it into appropiate DXT formats.
And it also has to create mip maps of those textures.

We already thought about adding a dds/ cache where the renderer saves the DXT textures including mip maps for faster loading. A DXT texture is usually 1/8th of the raw RGBA8 version and it can be loaded directly into the GPU.

+4 votes   reply to comment
Guest Jan 23 2014 says:

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duroke Feb 1 2015 says:

Hello guys,i just have a problem,i will say what it is,and hope you'll help.

when get in game,and connect to any server

R_initimages: could not load 'gfx/2d/camera/grain.png'

Please help :/

(Im from Serbia)

+1 vote     reply to comment
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