9 - 01-31-2017, 15:01 so as you can see there's diffuse lighting missing from the terrain, and the baked in shadows go away when i relight it, and theres no fog, so its not perfect and a little jarring



last night i got a second pass shader working. i didnt realize it before but turns out tribes 1.40 adds support for some opengl extensions and uses frame buffers, so what this means is i have a simpler path to reliable post processing effects



currently i'm working on SSAO (moderately difficult) which if you dont know is a really nice shading effect that makes everything feel a little bit more realistic



ill also soon add better texture filtering (ez) and anti aliasing (ez), and i'll have a better bloom (ez) than before, and i've already started to add color grading (medium), perhaps some non obtrusive fog (ez), and ive even thought about generating wavy grass on the grassy parts of lush terrain (medium)



the final thing i want to add is real time shadows (hard). i could use the built in shadows (baked on base/terrain textures, and player shadows) and things would look pretty good with the other changes, but i feel this will be a really modernizing effect that will be totally worth it. the problem with this is it will be the most challenging part.



another to-do is to then convert all the textures that look like they should be light sources to actual dynamic light sources, so interiors have dramatic lighting. this should be relatively simple



then i replace everything with a nice choice of hd textures (maybe some model replacement), simple huds, package it all into one cool config that i will call something like "Broast's Tribes" or "Tribes 1nfinity" or "Tribes One" or something lame and release



but ill also put out the dll for all these shader effects with configuration



this i did not do with my previous implementation of bloom because it was not reliable and i was merely a novice at opengl 3d programming and reverse engineering. i recently uncovered the source to my rainbow plugin and got it compiling again, and i decided to take another whack at the shaders. now i feel i have a much better understanding of this stuff i'm hacking here and this bump mapping is a really major life accomplishment to me. seriously where i am now with this has been a dream of mine since i was a preteen so this is my little hobby passion project and i just want to let the community know i love you all and i dont want t1 to die and even as it does ill still be toiling away at this exe until nobody cares and im sorry i stiffed yall on the bloom plugin i was just a kid. i tried to release rainbow plugin to make up for it but again i am truly sorry about the backspace key