Quake 3 vs Truepaint
The above screenshot shows advancements with our in house engine. One of the problems we encountered with the vanilla Quake 3 engine is the non-realistic lighting stock Quake 3 comes with. We want to give players a true paintball experience, both with gameplay and graphics. The truepaint engine is a entire new engine based off of Quake 3. As you can see from the picture on the right we have true per-pixel lighting, normal mapping and specular, the picture on the left is what it looks like in stock Quake 3.
Per-pixel lighting and normal mapping are the easy part, adding light volumes and portal culling is the hard part. We have decided due to licensing issues we are going to use a in house bsp format for our game thats more optimized for terrain and larger scale maps. The editor and the compiler will be built into the engine, so mod developers can start modding for the game out of the box. .
Dont listen to that guy, Our engine is being built from the ground up and last time I checked Q3 didnt have normal maps, specular maps or per pixel lighting
-Sorry buddy nice try
as i said earlier you guys are gods...just making a content mod wasn't enough for you, to take on a project like this is amazing and way more than a lot of mod teams do (including my own) so keep up the great work guys, you have 20 or so die hard fans over at Darklight Games and quite a following amongst the midlands UK paintball community.
awesome thank you man
Actually they're the same engine, they just lowered r_overbrightBits for the left shot to show how 'leet' they are.
I see Vista in the screenshot - hopefully you're still using OpenGL as the primary means for rendering, correct? It'd be a shame to see this go to DX10.
OpenGL my friend
you guys are gods! great work.
Woah, freakin amazing. Nice graphics for an old engine!
sweetness
Nice upgrade on the engine. Hopefully you guys will make the player models normal mapped also. Keep it up.
Oh, I didn't realize it was still using XreaL but renamed. Tsk tsk tsk, righteous.
No it is not xreal...wow man chill lol and yes all models will be normal mapped
I think it IS Xreal based, Can I have a look at the source...
It's not as if the Quake 3 engine doesn't support the latest shaders and what-not. Call of Duty 2 is built on Q3.
guys these guys are quality honest modders, i don't think they would lie about something like an engine when they have been so open and honest in the past, you should give them a break.
Hey, im justin the lead programmer on Truepaint. Bump mapping and per-pixel lighting isn't the hardest thing in the world to do if you know how to do it. We arent using Xreal or any code derivied from it, our code is entirelly based off of vanilla Q3. Our shaders are entirelly CG based compiled into gl assembley(were using ARBVP1 and FP1 profiles if anyone is interested, and later higher profiles to support features such as single pass lighting). Xreal uses GLSL...I hate glsl for multiple reasons. The way I have layed out the engine there will be as little as 20% of Q3's original code in Truepaint when were done. And sence our project is based off of vanilla q3, we can license the engine in the future.
But again just because any mod for that matter has per-pixel lighting or bump mapping or even fresel reflections doesn't mean they coyped code from anywhere, or using a premade engine and taking it as there own.
way to do your research leilei.......
keep up the good work Truepaint team.
and if you say it looks like xreal thats a compliment to us thanks.
very very sweet. Yes, take it as a compliment that it looks like x-real. The aspect on that gun looks off but unless it's a final release i'm not upset. :)
not according to the GPL Q3A falls under. Well, you CAN, but you've gotta release ALL the code you make to whomever you let use your version of the engine. I confirmed this with id last year: anything you put in/change must be released under GPL (you can charge though, but then so can the person you sold it to). I was (at the time) interested in using Q3A code in Torque 3D and due to both licenses it's a no-no (Q3A says must be code released while Torque 3D EULA says you can't release your source, period).
Just think... if Valve (or Epic, whomever) "accidentally" put a snip of Q3A code in their engines id could sue to put THEIR engine under GPL. :D
THe gun just has a diffuse texture on it so it not effected by light in that screen and its postioned relitive to quake not truepaint
if you buy the engine from id, you get a non-gpl license and you can give out what ever code you deem necessarry. you are correct light wasn't affecting the 1st person model, that will be fixed.
My god Cheapy, why the hell is it so hard for you to compliment someone when they've done good work.