GTNews Posted September 13, 2011 Share Posted September 13, 2011 http://www.rtcwmap.de/images/stories/et/x-real-edition.pnghttp://www.rtcwmap.de/images/stories/e.gifETXreaL is a graphics mod for Wolfenstein: Enemy Territory using the enhanced XreaL id Tech 3 GPL engine. The engine has mainly very nice light and shade effects. The mod still appears this year in November !http://www.rtcwmap.de/images/stories/d.gifETXreaL ist ein Grafik-Mod for Wolfenstein: Enemy Territory und benutzt die Enhanced XreaL id Tech 3 GPL Engine. Die Engine hat hauptsächlich sehr schöne Licht- und Schatten Effekte. Die Mod erscheint noch dieses Jahr im November !http://www.rtcwmap.de/images/stories/et/etxreal1k.jpghttp://www.rtcwmap.de/images/stories/et/etxreal2k.jpg http://www.rtcwmap.de/images/stories/et/etxreal3k.jpghttp://www.rtcwmap.de/images/stories/et/etxreal4k.jpg http://www.rtcwmap.de/images/stories/et/etxreal5k.jpghttp://www.rtcwmap.de/images/stories/et/etxreal6k.jpg http://www.rtcwmap.de/images/stories/et/etxreal7k.jpghttp://www.rtcwmap.de/images/stories/et/etxreal9k.jpg ET-XreaL id Tech 3 Features: * Modern OpenGL 3.2 renderer with all deprecated OpenGL calls removed * Clever usage of vertex buffer objects (VBO) to speed up rendering of everything * Avoids geometry processing each frame using the CPU (worst bottleneck with the Q3A engine) * Renders up to 500 000 - 1 000 000 polygons at 80 - 200 fps on current hardware (DX10 generation) * Optional GPU occlusion culling (improved Coherent Hierarchy Culling) useful for rendering large city scenes * Doom 3 .MD5mesh/.MD5anim skeletal model and animation support * Unreal Actor X .PSK/.PSA skeletal model and animation support * True 64 bit HDR lighting with adaptive tone mapping * Advanced projective and omni-directional soft shadow mapping methods like EVSM * Real-time sun lights with parallel-split shadow maps * Optional deferred shading * Relief mapping that can be enabled by materials * Optional uniform lighting and shadowing model like in Doom 3 including globe mapping * Supports almost all Quake 3, Enemy Territory and Doom 3 material shader keywords * TGA, PNG, JPG and DDS format support for textures * Usage of frame buffer objects (FBO) to perform offscreen rendering effects * Improved TrueType font support that does not require external tools * Linux 64-bit support * Linux sound backend using SDL * .avi recorder from ioquake3 including sound support * Optimized collision detection routines * Support for Omni-botET-XMap BSP Compiler Features: * Based on q3map2 by Randy 'ydnar' Reddig including additional fixes by the NetRadiant edition * Supports Doom 3 and Quake 4 .map formats * Built-in mini BSP viewer using -drawFuture Plan: * Add a Creative Commons BY-SA high resolution texture replacement pack including new material definitions to support diffuse, normal and specular textures * Create improved versions of existing maps with an etx_ prefix like: etx_beach etx_battery etx_fueldump ... * Add fake per pixel lighting to allow bump mapping if ETXreaL runs a map that has no deluxemaps * Improve ETXMap ET .map -> Doom 3 .map format conversion routine to handle spawnflags -> boolean type conversions * Improve ETXMap compiler for better support of extracting models from .bsp files for further editing in Blender or other 3D tools * Finish Doom 3 style DarkRadiant entity definitions file etmain/def/entities.def to have full support for all ET entity types * Add Blender tools to make it easier to replace the existing models * Optimize ET decal system with VBOs * Add Bullet physics engine (maybe) Quote Link to comment Share on other sites More sharing options...
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