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-- [EN] How to implement the Paranoia renderer? (https://hlfx.ru/forum/showthread.php?threadid=4824)
[EN] How to implement the Paranoia renderer?
Hello, I'm new to this website. And I have a question,
I'm looking for someone that has a tutorial on how to implement the Paranoia renderer in a clean 2.4 SDK with some support files. It would help because I want to make my mod look good.
Thanks in advance.
Paranoia has old, obsolete renderer. It is better to implement new one.
Like what? (I heard something about Generation Half-Life renderer but never saw anything about that.)
I don't think implementing a custom renderer is an easy task.
Let's wait for what Paranoia author has to say.
Btw, P1 is opensource, so you can WinDiff it with original SDK and see the difference line by line.
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Бесплатный UT-подобный Half-Life mod.
Бесплатный редактор для 32-битных текстур. Без дотнета.
Бесплатный IDE для любых компиляторов и ЯП.
Бесплатная Windows-подобная ОС.
Проверка грамматики русского языка.
Чат по hl[fx]: [email protected]
Ku2zoff, paranoia 2 will die when windows die
mittorn
What is dead may never die (c)
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Thanks for the replies. I was looking for a renderer that works without any hacked .dlls because a update to the Steam HL1 blocked them from working.
Any suggestions? (Also, I tried adding in the P-renderer but I keep getting errors because of my IDE..)
Why you not try use XASH engine with Paranoia 2 render? Forgive for my English)
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Минутка полезного:
Бесплатный UT-подобный Half-Life mod.
Бесплатный редактор для 32-битных текстур. Без дотнета.
Бесплатный IDE для любых компиляторов и ЯП.
Бесплатная Windows-подобная ОС.
Проверка грамматики русского языка.
Чат по hl[fx]: [email protected]
I've always have a bad experience when it comes to using Xash, but thanks for all the replies.
I'm in contact with the AM developers to see if I can use there modified renderer.
Actually never-mind, I found a way to fix most of the bugs and got it to work. Just need to iron out some bugs. Like random fucked up lights and some flashlight bugs...
https://www.youtube.com/watch?v=VLTXyS6GID8
Youtube gives this message when I try to watch a video.
Sorry, thought I had it as unlisted. It basically shows a sky bug that I found a workaround for, and some strange lighting artefacts that appear bright red or mess up the lighting in the level so bad that it makes certain portions look like their in Fulbright mode.
Cybermax у него мировая геометрия либо режется в паре шагов от игрока, либо совсем пропадает если он не туда посмотрит.
Crystallize Well OK I understand, and videos will allow to look or not?
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ㅤ
Cybermax It's unlisted but I can watch it now, try again for yourself.
What about the clipping frustum? All the bugs I have now are the red lighting and full-bright spots.
Also doing some digging...
What's already been mentioned, animated textures stop playing when flashlight is shone on them.
Grass sprites not being lit by the flashlight.
Decals not spawning on brush entities.
(On a side note, I found a fix in 'gl_renderer.cpp' though. http://pastebin.com/kuKqHEQZ Just compare with the original file!)
Фруструм глючит?
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-Brain is dead-
KiQ правильно писать фрустум.
На самом деле в параное есть хитрый хак, когда mins\maxs уровня помещаются за положением игрока, сделано это для того, чтобы движок офигел и ничего не пытался нарисовать.
Добавлено 29-09-2016 в 11:40:
1 | void DisableWorldDrawing( ref_params_t *pparams ) |
2 | { |
3 | vec3_t wcoord; |
4 | model_t* world = gEngfuncs.GetEntityByIndex(0)->model; |
5 | AngleVectors ( pparams->viewangles, pparams->forward, pparams->right, pparams->up ); |
6 | VectorMA(pparams->vieworg, -100, pparams->forward, wcoord); |
7 | memcpy(savedMinmaxs, world->nodes[0].minmaxs, 6 * sizeof(float)); |
8 | VectorCopy(wcoord, world->nodes[0].minmaxs); |
9 | VectorCopy(wcoord, world->nodes[0].minmaxs + 3); |
10 | } |
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My Projects: download page
F.A.Q по XashNT
Блог разработчика в телеграме
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
Gonna try it, thanks.
Wait, it's exactly the same function?
Some more very annoying bugs. https://youtu.be/lO-s-sN3zaA
James Luke may be you forget about another function EnableWorldDrawing
__________________
My Projects: download page
F.A.Q по XashNT
Блог разработчика в телеграме
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
Back again, sorry to bump an old post.
I fixed almost every single bug now with adding fixes from ARRANGEMENT and changing the launch parameters of the mod I'm using.
I'm now using: "-gl -32bpp -max_edicts 8192 -nofbo -enable_logging"
The "-nofbo" launch parameter seemed to have made it work. It had something to do with anti-aliasing if I remember correctly.
The only bugs left now are:
- A strange view-model appearing when viewing the game at certain angles. See attachment.
- Lighting is messed up sometimes. See attachment.
- Glass doesn't light up.
- Bump-maps don't appear to work when there is no light shining on them.
- Animated textures don't work. Water is messed up as well.
- Decals not spawning on brush entities.
- Toggling lights, but that is a limit set in by default.
- Grass sprites don't want to work with lighting.
- Some others, but I think I can fix them.
Welp, doesn't seem like a lot are fixed. Just very annoying ones.
Image link because this website doesn't like regular files: http://imgur.com/a/c2xYy
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