Some questions about engine...

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Some questions about engine...

Postby bkheops » Wed Dec 20, 2006 7:35 pm

Hi all, I try Nexuiz and i am very impressive by your work...
My team and me would like to make a little game with your engine, but i have some questions before...:
- Can we use discplacement mapping ? (like oblivion :P )
- Is it possible to make a terrain (with quake 3 it's not very good, but if we import a ase model ...?)
- Is it hard to code with this engine ? (i am not the coder of the team)
- Can we use other shaders as water reflection / blur effect/particle effect....and how ?

Thx for your answer and sorry for my english
bkheops
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Re: Some questions about engine...

Postby esteel » Wed Dec 20, 2006 8:02 pm

bkheops wrote:- Can we use discplacement mapping ? (like oblivion :P )
- Is it possible to make a terrain (with quake 3 it's not very good, but if we import a ase model ...?)
- Is it hard to code with this engine ? (i am not the coder of the team)
- Can we se other shaders as reflection / blur effect/particle effect....and how ?

displacement mapping is called offset mapping and yes you can use it.. there is even relief mapping but that eats FPS like crazy..
http://esteel.planetnexuiz.de/nexuiz/sc ... 000669.jpg
http://esteel.planetnexuiz.de/nexuiz/sc ... 000676.jpg

terrain mapping is not easily done as DP is yet missing texture blending.. its quite hard to combine that with realtime light and shadow.

I think its rather easy to code for this engine, anyone already modding for quake1 will be able to do so.

There are scriptable effects but i'm not sure about the other two..
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Postby SavageX » Wed Dec 20, 2006 8:04 pm

Oblivion doesn't use displacement mapping. Most likely just "virtual displacement mapping".

We have offsetmapping and/or parallax mapping, you can choose. It's basically looking like what you'd call "displacement mapping".

We are using the same map format as Quake 3. You can embed .ase terrain but q3map2 is pretty f*cked up, see http://zerowing.idsoftware.com/bugzilla ... gi?id=1100 for additional information.

I'd say it's pretty easy to write games for Darkplaces. It's using QuakeC for game code. If you have no problems learning that subset of C and if you can work around the occasional compiler bugs of the QuakeC compiler of your choice you can end up living with it happily.

It's currently not possible to have reflections or to bind specific shaders to surfaces. The real visual value lies in the realtime lighting and shadowing, which can be combined with lightmaps. If you're happy with normalmapping + glossmapping + offset/parallaxmapping you can have it all with Darkplaces now. If you need something beyond that you may want to look at engines like XReal.
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Postby bkheops » Thu Dec 21, 2006 10:50 pm

I was very interessed by this engine but i need to make large terrain :s
I will try to export a terrain in format ase and import it at gtkradiant ^^
About shaders, i think it's not difficult to modify the source code to add it.
Thank you :)
bkheops
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Postby SavageX » Fri Dec 22, 2006 10:04 am

bkheops wrote:I was very interessed by this engine but i need to make large terrain :s
I will try to export a terrain in format ase and import it at gtkradiant ^^
About shaders, i think it's not difficult to modify the source code to add it.
Thank you :)


If you're mostly interested in terrain you may want to have a look at the DarkWar engine LordHavoc is working on (beside Darkplaces).
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Postby Morphed » Fri Dec 22, 2006 2:12 pm

there is small chance for terrain engine in DP, you can join at irc.anynet.org/#darkplaces and let LordHavoc know that you too need that feature :)
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