Great news from the QuakeCon 2010. id Softare released the Wolfenstein: Enemy Territory source code under GPL terms.
I’m going to create a new branch called ET-XreaL soon. It will contain the vanilla ET engine with the renderer replaced by the XreaL one.
I already diffed the vanilla Q3A renderer code with the ET one and there aren’t many changes. Most changed lines contain the new skeletal animation code and there is some new foliage and decal rendering code. It is not particular difficult to merge those changes into the XreaL renderer.
I also need to fix a few things. The XreaL renderer is compatible to most Q3A shader keywords but a few are broken because compatibility to old assets had no priority in the original XreaL game project.
And that’s the next point. As some people expected … the original XreaL game project is dead and I won’t waste my resources on dealing with artists again.
The ET-XreaL branch will be an engine project which is interesting for ET mod people.
I haven’t worked on the renderer for almost a year. However I would like to demonstrate a feature that I developed last year.
Parallel Split Shadow Maps (PSSM) for sun shadows.
It is a demonstration map for testing parallel split shadow maps.
The grass and the trees are animated using the GPU. The scene renders at 60 fps on a Geforce 8800 and each frame contains up to 1 000 000 polygons.
Porting the renderer to ET is almost done but it is still not ready for release. If you can’t wait and want to experiment with the code then you can get a copy of the latest source code from the project’s SourceForge.net Git repository.
It is necessary to recompile the maps if you want to enable XreaL’s features in the maps. So … I started to work on a new map compiler called “ETXMap” that supports some ET specific stuff and the Doom 3 material keywords. It already can compile the ET maps and maps in the Doom 3 and Quake 4 .map formats. However I still have to sort out a few bugs with the terrain and directional lightmaps.
A short proof of ET using the XreaL renderer: Steep Parallax Mapping
Posted September 13th, 2010 in Uncategorized | No Comments »
You can't play it like playing oasis or other maps, there is like only one room in this map only for testing graphic effects. You need a special ET.exe file to open it.
extract it to C:/ if you extract it on a other place then you need to edit the link.
go to your original wolfenstein et in etmain, copy the pak0.pk3 and paste it to et ETXReaL in the etmain. now start the link in the ETXReaL folder.
Well this brings back some memories, I remember helping test this for trebor back then.
I unfortunately deleted my youtube a few years back which had a few videos showing progress of this before it died. Trebor is still working on things though, currently graphics mods for Doom3 and ports of DOOM3/idTech4 with OpenGL4 support.