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Re: TT TEASER! - water rendering and widescreen fix [message #380524 is a reply to message #380522] Wed, 15 April 2009 16:05 Go to previous messageGo to next message
saberhawk
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DrasticDR wrote on Wed, 15 April 2009 18:55

all very well then. i am appreciative about what is being done, despite what someone else thinks. ive done well to hold my patience in this project up until this moment. it is just a little disappointing (to my understanding) this is the closest thing to an official update weve had since the project was announced.


The problem with updates of any sort is that if a feature isn't finalized and we discuss it (or show screenshots for that matter Razz) then it's pretty much 'set in stone' and we can't do major updates to it anymore otherwise we'd disappoint anybody who wanted it "exactly the way you had it in the screenshot."
Re: TT TEASER! - water rendering and widescreen fix [message #380542 is a reply to message #380098] Wed, 15 April 2009 17:30 Go to previous messageGo to next message
Majiin Vegeta is currently offline  Majiin Vegeta
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very nice!

Renny look horrible on my 22" >_<
Re: TT TEASER! - water rendering and widescreen fix [message #380584 is a reply to message #380542] Thu, 16 April 2009 00:39 Go to previous messageGo to next message
LR01 is currently offline  LR01
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Nice water there, now I wonder, how does it work?
I mean, how do you create water now? (don't think it's done through renx now is it?)
Ore like the unreal engine.


Moding can be real Fun...
Re: TT TEASER! - water rendering and widescreen fix [message #380597 is a reply to message #380098] Thu, 16 April 2009 02:28 Go to previous messageGo to next message
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It works by magic, and some mathematical formulas, which is basically the same Razz.

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Re: TT TEASER! - water rendering and widescreen fix [message #380599 is a reply to message #380597] Thu, 16 April 2009 02:37 Go to previous messageGo to next message
LR01 is currently offline  LR01
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Ghostshaw wrote on Thu, 16 April 2009 11:28

It works by magic, and some mathematical formulas, which is basically the same Razz.


I know (magic?)
but can you make your own water shader?


Moding can be real Fun...
Re: TT TEASER! - water rendering and widescreen fix [message #380610 is a reply to message #380098] Thu, 16 April 2009 04:12 Go to previous messageGo to next message
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The water looks extremely sexy but is it possible that these new effects entirely outclass what is left of the original parts?
Re: TT TEASER! - water rendering and widescreen fix [message #380611 is a reply to message #380599] Thu, 16 April 2009 04:15 Go to previous messageGo to next message
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i will made new cool looking not repeated water texture for that , ofcorse after Tiberian Technology's script 4.0 is came out
(p.s. on that teaser screenshot you can see ''water's repeated texture...) i hate that
Re: TT TEASER! - water rendering and widescreen fix [message #380620 is a reply to message #380098] Thu, 16 April 2009 04:47 Go to previous messageGo to next message
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if they'd show screen shots and stuff from every step they do this would delay it bad, and many questions would appear Sarcasm
Re: TT TEASER! - water rendering and widescreen fix [message #380637 is a reply to message #380098] Thu, 16 April 2009 05:11 Go to previous messageGo to next message
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This is friggin awesome guys, keep up the way past cool work Very Happy
Re: TT TEASER! - water rendering and widescreen fix [message #380650 is a reply to message #380098] Thu, 16 April 2009 05:52 Go to previous messageGo to next message
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Obiously magic... In Love

"Sapere Aude- Dare to be wise"
AmunRa

and its all this "drama" that will one day end renegade...

Quotes
Re: TT TEASER! - water rendering and widescreen fix [message #380683 is a reply to message #380098] Thu, 16 April 2009 09:36 Go to previous messageGo to next message
ArtyWh0re is currently offline  ArtyWh0re
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This is truly awsome. This has made me look more forward to the TT patch.

Check out my C&C Renegade videos!
http://www.youtube.com/user/Shodan234
Re: TT TEASER! - water rendering and widescreen fix [message #380691 is a reply to message #380098] Thu, 16 April 2009 11:08 Go to previous messageGo to next message
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Moar screenshots plz?

http://i234.photobucket.com/albums/ee167/neagu1/userbarrenex.png
Help me out here and click http://s6.gladiatus.com/game/c.php?uid=204387 Thanks!!!
Re: TT TEASER! - water rendering and widescreen fix [message #380724 is a reply to message #380098] Thu, 16 April 2009 14:39 Go to previous messageGo to next message
Renardin6 is currently offline  Renardin6
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windscreen fix?
Even for 1920*1080 ?

Nice job for the water but I think you knew already what I was thinking of that Saber. Smile



[Updated on: Thu, 16 April 2009 14:50]

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Re: TT TEASER! - water rendering and widescreen fix [message #380726 is a reply to message #380584] Thu, 16 April 2009 14:55 Go to previous messageGo to next message
saberhawk
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LR01 wrote on Thu, 16 April 2009 03:39

Nice water there, now I wonder, how does it work?
I mean, how do you create water now? (don't think it's done through renx now is it?)
Ore like the unreal engine.


You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go.

TexCore wrote on Thu, 16 April 2009 07:15

i will made new cool looking not repeated water texture for that , ofcorse after Tiberian Technology's script 4.0 is came out
(p.s. on that teaser screenshot you can see ''water's repeated texture...) i hate that


The water shader hasn't been tweaked for Islands yet (and in any case, the "water texture" is a very complicated math equation encoded into a texture and is not something to be editing).

Renardin6 wrote on Thu, 16 April 2009 17:39

windscreen fix?
Even for 1920*1080 ?

Nice job for the water but I think you knew already what I was thinking of that Saber. Smile



Well, it works for 1920x1200, obviously it also works for 1920x1080 Razz

Re: TT TEASER! - water rendering and widescreen fix [message #380778 is a reply to message #380098] Thu, 16 April 2009 23:41 Go to previous messageGo to next message
dirtycop is currently offline  dirtycop
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can we haz moar teezers ?

http://i234.photobucket.com/albums/ee167/neagu1/userbarrenex.png
Help me out here and click http://s6.gladiatus.com/game/c.php?uid=204387 Thanks!!!
Re: TT TEASER! - water rendering and widescreen fix [message #380782 is a reply to message #380726] Fri, 17 April 2009 00:45 Go to previous messageGo to next message
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Saberhawk wrote on Thu, 16 April 2009 16:55



TexCore wrote on Thu, 16 April 2009 07:15

i will made new cool looking not repeated water texture for that , ofcorse after Tiberian Technology's script 4.0 is came out
(p.s. on that teaser screenshot you can see ''water's repeated texture...) i hate that


The water shader hasn't been tweaked for Islands yet (and in any case, the "water texture" is a very complicated math equation encoded into a texture and is not something to be editing).




sad, sorry for that
Re: TT TEASER! - water rendering and widescreen fix [message #380787 is a reply to message #380782] Fri, 17 April 2009 03:17 Go to previous messageGo to next message
saberhawk
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TexCore wrote on Fri, 17 April 2009 03:45

Saberhawk wrote on Thu, 16 April 2009 16:55



The water shader hasn't been tweaked for Islands yet (and in any case, the "water texture" is a very complicated math equation encoded into a texture and is not something to be editing).




sad, sorry for that


Don't be. Even if you could easily edit it (and still have it be correct), it's effect is barely noticeable on the shader's output.
Re: TT TEASER! - water rendering and widescreen fix [message #380795 is a reply to message #380098] Fri, 17 April 2009 04:35 Go to previous messageGo to next message
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We're working on some other updates for you. I just wanted to get something out there for you guys. Unfortunately I can't show you a screen shot of anti-cheat stuff, but whenever the team shares something that you can see and appreciate, I'll share it.

Many of you guys don't understand what a massive undertaking this is. Many parts of the engine are being recoded from scratch. We think it's important not to lose the "look and feel" of the classic Renegade we know and love. Subtle things like the distances between buildings, placement of certain structures used for cover. We don't want to lose those things. We just want to make the current game work better, with as few bugs as possible. (Hopefully no bugs, but that could very well be a pipe dream)

We are trying to achieve the perfect compromise between those who oppose change and those who don't and make you both happy.


I'm the bawss.
Re: TT TEASER! - water rendering and widescreen fix [message #380803 is a reply to message #380795] Fri, 17 April 2009 05:01 Go to previous messageGo to next message
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Thank you for your work and efforts.

http://img30.imageshack.us/img30/8746/buzzsigfinal.jpg

[Updated on: Fri, 17 April 2009 05:01]

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Re: TT TEASER! - water rendering and widescreen fix [message #380811 is a reply to message #380098] Fri, 17 April 2009 05:19 Go to previous messageGo to next message
Hitman is currently offline  Hitman
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hmmm i see a post crimson made 10 months ago, it said: "Alot is already done" that was 6 months after TT started working on this patch, or so u said... so i assume there's a delay here?
Re: TT TEASER! - water rendering and widescreen fix [message #380818 is a reply to message #380726] Fri, 17 April 2009 06:03 Go to previous messageGo to next message
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Saberhawk wrote on Thu, 16 April 2009 23:55

LR01 wrote on Thu, 16 April 2009 03:39

Nice water there, now I wonder, how does it work?
I mean, how do you create water now? (don't think it's done through renx now is it?)
Ore like the unreal engine.


You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go.



ah, then something more (say if I to far away from the topic)
no changes on the W3D plugin?


Moding can be real Fun...

[Updated on: Fri, 17 April 2009 06:06]

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Re: TT TEASER! - water rendering and widescreen fix [message #380819 is a reply to message #380818] Fri, 17 April 2009 06:09 Go to previous messageGo to next message
saberhawk
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LR01 wrote on Fri, 17 April 2009 09:03

Saberhawk wrote on Thu, 16 April 2009 23:55

LR01 wrote on Thu, 16 April 2009 03:39

Nice water there, now I wonder, how does it work?
I mean, how do you create water now? (don't think it's done through renx now is it?)
Ore like the unreal engine.


You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go.



ah, then something more (say if I to far away from the topic)
when I would make a plane then, I could use the shaders to make "water" of it, but also to make a "mirror" ore "exhaust famues" of it. I assume that happens on the material name assigned to that plane?


For backwards compatibility purposes, it likely could (the shader would need a "UsesMaterialNameAttachment" or "UsesTextureNameAttachement" flag set to true on it.) The proper way of attaching shaders in scripts 4.0, however, is to set the "Shader" mapper argument for the material. The mapper arguments is where you put things like UPerSec, and VPerSec. Attaching shaders this way allows them to bypass the name lookup entirely and put far less stress on the CPU.
Re: TT TEASER! - water rendering and widescreen fix [message #380825 is a reply to message #380819] Fri, 17 April 2009 08:06 Go to previous messageGo to next message
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Toggle Spoiler
Re: TT TEASER! - water rendering and widescreen fix [message #380828 is a reply to message #380825] Fri, 17 April 2009 08:15 Go to previous messageGo to next message
saberhawk
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LR01 wrote on Fri, 17 April 2009 11:06


cool, makes things easier to do.
now something else, it reflects everything?
(I mean, rockets and explosion and such to?)

(ueh, the meaning of the spoiler was only the hide the big quote, seems like I don't know how to use it properly)


Definitely! Rockets, explosions, dazzles, lights, the sky, clouds, etc!
Re: TT TEASER! - water rendering and widescreen fix [message #380829 is a reply to message #380828] Fri, 17 April 2009 08:49 Go to previous messageGo to previous message
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Saberhawk wrote on Fri, 17 April 2009 10:15

LR01 wrote on Fri, 17 April 2009 11:06


cool, makes things easier to do.
now something else, it reflects everything?
(I mean, rockets and explosion and such to?)

(ueh, the meaning of the spoiler was only the hide the big quote, seems like I don't know how to use it properly)


Definitely! Rockets, explosions, dazzles, lights, the sky, clouds, etc!


Wow ?
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