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Author Topic: EGL effects in UFO:AI?  (Read 3386 times)

Offline tempsanity

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EGL effects in UFO:AI?
« on: April 12, 2007, 12:40:43 pm »
http://egl.quakedev.com/about/

Maybe you could investigate the source code and use some of the stuff from EGL? Like new particles engine etc.

Quote
Particles:
    *  Completely new particle rendering and handling system. All effects were written from scratch
    * Customizable railtrail and spiral colors
    * Tons of optional particle effect changes for Gloom
    * Clipped decals!
    * Decal LOD (level of detail) control
    * Per-frame particle 'intelligence' -- think functions that can handle physics, animation, rotation, etc
    * Frustum culled decals and particles
    * Controllable particle smoke linger, blood gore, and overall effect quality
    * Optional particle lighting (like on smoke)
    * Vis culled decals
    * Optional screen rattling when close to an explosion

New supported formats:

    *  PKZ -- Zip file package format
    * PNG (can also optionally save to as screenshot)
    * TGA (can also optionally save to as screenshot)
    * JPG (can also optionally save to as screenshot)
    * MD3 -- Quake3 Model Format*
    * Quake3 BSP*
    * MD5 -- Doom3 Model Format (not done yet! coming soon!)

etc.


Worth checking out, isn't it ? ;) Check out the screenshots as well.

Offline Mattn

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EGL effects in UFO:AI?
« Reply #1 on: April 12, 2007, 01:29:11 pm »
* we have a very different particle system implemented.
* decals would be nice, yes

Offline tempsanity

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EGL effects in UFO:AI?
« Reply #2 on: April 12, 2007, 03:09:50 pm »
Maybe someone who isn't working on some big stuff could implement the better chat hud, coloured characters etc. from EGL's source code? (any coders?:P)

Source (stable ver): http://egl.quakedev.com/files/egl-v0.3.1-stable-src.zip