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.
Testvideo ->> http://www.youtube.com/watch?v=vWkhyIeEfjY
Imagine. ET could look like that.
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.
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This screenshots i found at http://www.moddb.com/mods/etxreal
i go start now to edit some textures too, just look how this all working
![Smile :)](./images/smilies/icon_e_smile.gif)