Randorando Posted May 22, 2018 Author Posted May 22, 2018 Not dead... DarthValeria, TheWhitePhoenix, swegmaster and 10 others like this
minilogoguy18 Posted May 22, 2018 Posted May 22, 2018 Nice. I should probably increase the scale of the AT-ST, only kept it "stock" sized so that it would work in JK2 in the doomgiver but we have the freedom to make it to scale in DF2. Archangel35757 likes this
Jedi_Mediator Posted May 23, 2018 Posted May 23, 2018 Very inspiring! Are you using the cliff/rock formation models from the "desert" levels of the game?
Randorando Posted May 23, 2018 Author Posted May 23, 2018 Yes I am, Its easy to see why the game devs used this method. Its hard to do convincing terrain in JKA.
Tempust85 Posted May 24, 2018 Posted May 24, 2018 Feel free to use grass sprites, we have them working (just no movement) in the new renderer and they receive shadows. Check out my test rend2 map for an example grass sprite shader.
Randorando Posted May 24, 2018 Author Posted May 24, 2018 Thats pretty cool. I I'll keep that in mind. Tempust85 likes this
Tempust85 Posted May 24, 2018 Posted May 24, 2018 Those rocks and sand will look great with parallax mapping (later on ofc).
Randorando Posted May 24, 2018 Author Posted May 24, 2018 Id love to get peoples opinion of this style for the underground caves section. I wanted to create a more natural view of the underground caves contrasting with the harsher tones of outside. I just want to see if people would like it. NumberWan, Sithani, DarthValeria and 6 others like this
Tempust85 Posted May 24, 2018 Posted May 24, 2018 I like it, though perhaps add glowing crystals for light source. Also, what are those spike thingies?
Randorando Posted May 24, 2018 Author Posted May 24, 2018 They're a poor copy of this effect i was trying to implement with JKA https://jkhub.org/images/t6ukSmU.jpg
Lancelot Posted May 24, 2018 Posted May 24, 2018 Id love to get peoples opinion of this style for the underground caves section. I wanted to create a more natural view of the underground caves contrasting with the harsher tones of outside. I just want to see if people would like it. That looks great. Taking liberties at some areas for a more realistic feel is a perfect approach. Not everything has to exactly look like the original. Otherwise, you might as well just play the original game the map is based on. hhunter6 and SomaZ like this
Tempust85 Posted May 24, 2018 Posted May 24, 2018 A lot of areas in each level are unrealistic or simply look like shit due to crappy texturing.
Archangel35757 Posted May 24, 2018 Posted May 24, 2018 @@DT85 - Stalactites? Rather than "radioactive glowing crystals. Maybe the lighting is realistically dark and requires judicious use of the head lamp item... NV googles wouldn't work either (i.e., no light source)
Tempust85 Posted May 25, 2018 Posted May 25, 2018 The player will have light amp goggles but problem is, it needs a glsl shader to work and it may be some time before somaz can get around to it. Glowing crystals would be cooler though.
SomaZ Posted May 25, 2018 Posted May 25, 2018 Should be pretty easy to add it. Just use the scene color like portals and use super high auto exposure. Btw, pretty sure some nv goggles use ir lights to be sure you can see stuff.
Jedi_Mediator Posted May 25, 2018 Posted May 25, 2018 While working on the lighting, you might want to test how it looks using the new Rend2 renderer, found in the current version of the DF2 mod. I've noticed that the new renderer has a slightly different visual appearance, besides just adding graphical features. Light seems to not reach as far, for instance, and dark areas look a bit darker. So if you only test in base JKA, you might be surprised to see how different your map looks in the final version of the mod. These differences are just from my experience of using the new renderer, without changing any settings. Different is not bad, but maybe there are tweaks we can do to control these differences, depending on the visual needs of each map?
SomaZ Posted May 25, 2018 Posted May 25, 2018 While working on the lighting, you might want to test how it looks using the new Rend2 renderer, found in the current version of the DF2 mod. I've noticed that the new renderer has a slightly different visual appearance, besides just adding graphical features. Light seems to not reach as far, for instance, and dark areas look a bit darker. So if you only test in base JKA, you might be surprised to see how different your map looks in the final version of the mod. These differences are just from my experience of using the new renderer, without changing any settings. Different is not bad, but maybe there are tweaks we can do to control these differences, depending on the visual needs of each map?Hm, Im currently fiddling around with lighting. So dont expect anything you see right now to be final. (Was pretty dark I know, but already changed that) Lighting will need a complete overhaul by default because vanilla uses lightmaps that are pretty limited in terms of light value range. This will just look half assed if we would keep the system like it is right now. Also some effects will change appearance like tonemapping or autoexposure. We can still use your light setups for the new system I'm building, so it's still great if you light the maps. The final outcome will look slightly different though.
Randorando Posted May 25, 2018 Author Posted May 25, 2018 Sweet I had a feeling that I the light system would change. So my goal is to present a finished level in base JKA. That can be used as a template for you guys to add to. So i will light it how I would usually, as to set the correct emotion and tone. SomaZ likes this
Randorando Posted June 10, 2018 Author Posted June 10, 2018 With all the fast progress on the other levels happening I thought Id post some pics. I've actually finished the first pass of the level. After discussing some technical points with DT85 I have started to make a new pass, locking down how the level is put together. So these pics aren't super new or exciting. But they show progress. Username, TheWhitePhoenix, GPChannel and 8 others like this
minilogoguy18 Posted December 13, 2019 Posted December 13, 2019 No, the mod is still being worked on.
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