ZeroRaven Posted July 5, 2022 Share Posted July 5, 2022 So I managed to get my rend2 shaders working ingame, except now I'm having a rendering error with the texture/normal/specmap. Spoiler The wall on the right renders oddly compared to the wall on the left, even though its the same textures. Shader code below is whats in my mtr. textures/strombine/paint01 { qer_editorimage textures/strombine/paint01_d { map textures/strombine/paint01_d.tga rgbGen vertexLit normalmap textures/strombine/paint01_h.tga specularmap textures/strombine/paint01_s.tga specularReflectance 0.1 } { map $lightmap blendfunc gl_dst_color gl_zero } } I can't figure out why the texture is rendering like that, and it's only at a distance. When I move closer the distortion goes away. And yes using the "cl_renderer rd-rend2; vid_restart" command line. Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
SomaZ Posted July 5, 2022 Share Posted July 5, 2022 7 hours ago, ZeroRaven said: So I managed to get my rend2 shaders working ingame, except now I'm having a rendering error with the texture/normal/specmap. Hide contents The wall on the right renders oddly compared to the wall on the left, even though its the same textures. Shader code below is whats in my mtr. textures/strombine/paint01 { qer_editorimage textures/strombine/paint01_d { map textures/strombine/paint01_d.tga rgbGen vertexLit normalmap textures/strombine/paint01_h.tga specularmap textures/strombine/paint01_s.tga specularReflectance 0.1 } { map $lightmap blendfunc gl_dst_color gl_zero } } I can't figure out why the texture is rendering like that, and it's only at a distance. When I move closer the distortion goes away. And yes using the "cl_renderer rd-rend2; vid_restart" command line. Try removing the rgbGen vertexLit from your first stage. On a side note: Looks like you are using standard specular maps. Rend2 uses the alpha channel of the specular map for glossiness of the surface. If you don't provide a proper gloss map in the alpha channel, all surfaces are super reflective. The specular workflow is prone to create bad materials. I'd recommend switching to the metal roughness workflow instead Link to comment
ZeroRaven Posted July 5, 2022 Author Share Posted July 5, 2022 @SomaZ wow, a reply from the master himself. I’m not worthy lol. So the Strombine textures I’m using are from Q4 map called “Strombine” Strombine Map - Lunaran Website I’m obviously converting the shaders into OpenJK Rend2 myself, but the texture files are pre done TGA. By RMO workflow do you mean the. Roughness Shader Configuration such as in the DF2 project? DF2 Mod Shaders Example Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
ZeroRaven Posted July 5, 2022 Author Share Posted July 5, 2022 @SomaZon another topic, how can I make my rend2 texture light project light like I normally would a light texture? Do I just write the shader as normal and add the relevant normal and / rmo stages? Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
SomaZ Posted July 6, 2022 Share Posted July 6, 2022 On 7/5/2022 at 2:56 PM, ZeroRaven said: @SomaZ wow, a reply from the master himself. I’m not worthy lol. So the Strombine textures I’m using are from Q4 map called “Strombine” Strombine Map - Lunaran Website I’m obviously converting the shaders into OpenJK Rend2 myself, but the texture files are pre done TGA. By RMO workflow do you mean the. Roughness Shader Configuration such as in the DF2 project? DF2 Mod Shaders Example Oh, in this case you should at least add a fixed gloss/roughness value to your stages with specular images. Those textures weren't authored for a pbr material pipeline. Try this for an example: textures/strombine/paint01 { qer_editorimage textures/strombine/paint01_d { map textures/strombine/paint01_d.tga normalmap textures/strombine/paint01_h.tga specularmap textures/strombine/paint01_s.tga gloss 0.3 } { map $lightmap blendfunc gl_dst_color gl_zero } } 18 hours ago, ZeroRaven said: @SomaZon another topic, how can I make my rend2 texture light project light like I normally would a light texture? Do I just write the shader as normal and add the relevant normal and / rmo stages? Should work just like in vanilla. Are you talking about glow stages or light emitting shaders? Link to comment
ZeroRaven Posted July 6, 2022 Author Share Posted July 6, 2022 @SomaZlight emitting shaders. I figured it would work same as before, with just adding the Normal and Spec/RMO stages below the Map texture. I seem to remember reading in another topic that the glow stages weren’t working anymore anyway? Thanks for pointing me in the right direction with these shaders. Just when I thought I’d gotten the old ones figured out, I decide to jump into Rend2 Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
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