Digital Paint Discussion Board
Development => General Development => Topic started by: afortier on June 12, 2006, 02:31:11 PM
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Is there anything keeping you from using some of the renderer source of the Quake II Evolved project? That engine has some pretty amazing visual effects, smokes, sparkes, decals, brass... All that engine needs is reflective water, could you disclose whitch piece of the source code produces that effect?
I have no idea what Im doing when it comes to c++ but I bet I could have someone put a and b together for me :) -Thanks!
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Q2E had a very different approach than PB2 does. Q2E was about enhancing Quake2, and Quake2 alone. The engine was completely reorganized and no longer supported mods. It was also geared toward high-end machines, and eventually went to a Doom3/Quake4 style rendering. Paintball, on the other hand, attempts to maintain backwards compatibility and support for older machines.
In short, the only thing keeping me from using Q2E is months and months of hard work.
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Q2E runs fine on our P2 system, and supports mods like CRBot. Its a good platform in the sense that everything in it can be changed. It has a great renderer except for the lack of reflective water. Its not just for Quake II.
*P2 = Intel x86 +MMX +SSE 400MHz 192MB PC100
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You're using an old version of q2e, then. The new one looks like this: http://planetquake.gamespy.com/View.php?view=POTD.Detail&id=2522
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That one isn't released yet is it? The one I'm running (got it from www.quake2evolved.com (http://www.quake2evolved.com)) looks like this:
http://neonpulse.net/screens/q2e/ (http://neonpulse.net/screens/q2e/)
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HOLEY WOW, i think im using 0.65 or something to that effect...
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Q2E added PPL at the start of 2005
Granted, they haven't really been doing any public releases, but that's the direction the engine took.
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Hopefully never the direction this engine takes! :)