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-- [EN] How to implement the Paranoia renderer? (https://hlfx.ru/forum/showthread.php?threadid=4824)


Отправлено James Luke 28-07-2016 в 19:47:

Half-Life [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.


Отправлено mittorn 28-07-2016 в 20:23:

Paranoia has old, obsolete renderer. It is better to implement new one.


Отправлено James Luke 28-07-2016 в 20:29:

Like what? (I heard something about Generation Half-Life renderer but never saw anything about that.)


Отправлено ~ X ~ 29-07-2016 в 04:27:

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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Отправлено Ku2zoff 29-07-2016 в 05:07:

Цитата:
James Luke писал:
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.

You don't need a tutorial. P1 Renderer implementing is a simple copy-paste work. I did it twice at least for Spririt of Half-Life CB 1.7 4 or 5 years ago.
Why do not to try XashXT mod with Xash3D engine? Or Paranoia 2?


Отправлено mittorn 29-07-2016 в 12:28:

Ku2zoff, paranoia 2 will die when windows die


Отправлено XaeroX 29-07-2016 в 13:43:

mittorn
What is dead may never die (c)

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Отправлено James Luke 29-07-2016 в 15:41:

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..)


Отправлено Lev 29-07-2016 в 21:34:

Why you not try use XASH engine with Paranoia 2 render? Forgive for my English)


Отправлено ~ X ~ 01-08-2016 в 08:04:

Цитата:
James Luke писал:
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.

To put it simple: you CAN NOT add special effects like even simplest shaders to Half-Life mods without a) hacking DLLs, b) adding dynamic hooks to OpenGL functions into your client.dll.
With a) you're definitely banned, while with b) you POSSIBLY have a chance.

Lev Paranoia 2 is Xash-only.

__________________
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]


Отправлено James Luke 01-08-2016 в 17:48:

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.


Отправлено James Luke 28-09-2016 в 01:17:

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


Отправлено Cybermax 28-09-2016 в 02:55:

Youtube gives this message when I try to watch a video.

Цитата:
The author has restricted access to the videos.
Sorry about that.


Отправлено James Luke 28-09-2016 в 02:59:

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.


Отправлено Crystallize 28-09-2016 в 03:46:

Cybermax у него мировая геометрия либо режется в паре шагов от игрока, либо совсем пропадает если он не туда посмотрит.


Отправлено Cybermax 28-09-2016 в 03:54:

Crystallize Well OK I understand, and videos will allow to look or not?

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Отправлено Ku2zoff 28-09-2016 в 05:06:

Цитата:
Crystallize писал:
него мировая геометрия либо режется в паре шагов от игрока, либо совсем пропадает если он не туда посмотрит.

Что-то накосяпорил с отсечением по фрустуму. В паранойе эти все дела в клиенте. Можно поискать по render_origin и render_angles.


Отправлено Crystallize 28-09-2016 в 06:44:

Cybermax It's unlisted but I can watch it now, try again for yourself.


Отправлено James Luke 28-09-2016 в 20:04:

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!)


Отправлено KiQ 28-09-2016 в 20:50:

Фруструм глючит?

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Отправлено James Luke 28-09-2016 в 21:01:

Цитата:
KiQ писал:
Фруструм глючит?


Looks like it, but found a fix by removing a portion of the 3D-sky code, hopefully I won't use it.

(Also flickering and toggle lights don't work. Never knew there were so many bugs with the renderer.)


Отправлено Дядя Миша 29-09-2016 в 08:40:

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:

C++ Source Code:
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
}

вот это вот

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C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'


Отправлено James Luke 29-09-2016 в 11:57:

Gonna try it, thanks.


Отправлено James Luke 29-09-2016 в 22:45:

Wait, it's exactly the same function?


Отправлено James Luke 30-09-2016 в 11:58:

Some more very annoying bugs. https://youtu.be/lO-s-sN3zaA


Отправлено Дядя Миша 30-09-2016 в 14:13:

James Luke may be you forget about another function EnableWorldDrawing

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My Projects: download page

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Блог разработчика в телеграме

Цитата:

C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'


Отправлено James Luke 30-12-2016 в 23:13:

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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