eezstreet Posted November 28, 2013 Author Posted November 28, 2013 BUMP MASP OMG Tempust85 and Astral Serpent like this
Tempust85 Posted November 28, 2013 Posted November 28, 2013 ssao is working to some degree as well. Normal maps on models (at least ghoul2) & character select color select aren't working yet. Sabers + blades look to be working at a vanilla level though.
Stoiss Posted November 28, 2013 Posted November 28, 2013 Funking awesome job xycaleth ;-) Tempust85 likes this
Omicron Posted November 28, 2013 Posted November 28, 2013 Is that ACTUALLY bump mapping, or whatever it is @@Xycaleth? It looks so damn nice.
Raz0r Posted November 28, 2013 Posted November 28, 2013 Yes. Normal maps, a form of bump mapping. Omicron likes this
Xycaleth Posted November 28, 2013 Posted November 28, 2013 Dem shadows. Grab, Mark Lubbers, Omicron and 8 others like this
minilogoguy18 Posted November 28, 2013 Posted November 28, 2013 Nice to pop back in these forums and see people are working on the renderer.
Omicron Posted November 29, 2013 Posted November 29, 2013 Dem shadows.What map is that? It looks pretty sweet
Darth_Bothersome Posted December 3, 2013 Posted December 3, 2013 Oh man. I've been gone for a long time, having started college and whatnot. Great to see the progress this is making, this is freaking fantastic for an engine this old. Circa likes this
ensiform Posted December 7, 2013 Posted December 7, 2013 Some things noticed need work: (not complete) r_hdr causes some shaders to be broken.Demp2 alt fire effect brokenAbsorb shader doesn't workBubble shader (boons/invuln) looks bad.Push/pull half sphere's are not implemented to correctly work as they do in vanilla.Lighting changes due to RBSP and lightstyles not yet compatible with rend2.Weapon marks (saber marks seem to work though)WeatherNon-brush based fogSurfacesprites Shader commands not implemented:glow (silently ignored)noglfog (silently ignored)q3map_surfacelight / surfacelight (might not really be used)surfaceSprites (silently ignored)ss* (silently ignored) Smoo likes this
zezeri Posted December 11, 2013 Posted December 11, 2013 Damn, this progress is amazing.Dynamic soft shadows and normal maps. That's freaking amazing. Great job guys!
Xycaleth Posted December 11, 2013 Posted December 11, 2013 Keep in mind that the majority of our work here is just porting the rend2 renderer from ioq3 to JKA. There's just a lot of small differences between the regular Q3 engine and the JKA engine which means rend2 doesn't quite work properly! So we can't take all the credit for what you see Our work so far has been bridging these small differences so that it does work. Futuza, eezstreet and Tempust85 like this
Shadzy Posted December 11, 2013 Posted December 11, 2013 Still though by the mere progress of porting it over, still demands credit!!!! excellent work so far!!!
AngelModder Posted December 11, 2013 Posted December 11, 2013 WOW! I cant wait to use this!!! My maps and skins will be able to go to a whole new level. Although I will ask this. Normal mapping in the (Trick version for JA) usually upped compiled time for lighting through the roof, for even just a simple map... How do you plan on overcoming this? The normal mapping sounds like a great addition however the issues with it and q3maps2 then will also have to be addressed. This also will help your normal maps allot to actually show without having to use a saber light. The engine + this would make it bump on its own even better then what is shown in ur pic. So when you use ur saber near it, theoretically itd be even more extreme then what you have showing in your pictures.
Raz0r Posted December 11, 2013 Posted December 11, 2013 Normal mapping is not done during map compilation stage. If you don't specify existing normal maps in your .shader, rd-rend2 can generate normal maps when you load the game. There's nothing to overcome regarding q3map2. eezstreet likes this
Tempust85 Posted December 11, 2013 Posted December 11, 2013 Yeah, you'd only need to specify new sky stuff in the shader. The actual map itself is compiled the same. You can have baseJKA compatibility using a .shader and rend2 compatibility using .mtr (which is made the exact same way .shader files are). While it's a cool option to fool around with, you wouldn't really want to use auto generated normal maps. Best results come from making the diffuse & specular with normal mapping in mind.
Xycaleth Posted December 11, 2013 Posted December 11, 2013 The auto-generated normal maps are also not that great - think of the normal map generator in Photoshop - it's something along those lines. Regarding normal maps from q3map2, rend2 does support something it calls 'deluxe maps'. These are used in Half Life 2, and essentially create normal maps for the lightmaps, but still need to be fixed. I want to look at eventually replacing this though with something a bit lighter weight though as deluxe maps take up a lot of memory.
MoonDog Posted December 12, 2013 Posted December 12, 2013 People at work are getting a kick out of me telling them about the things you guys are doing with JKA. eezstreet, Xycaleth, Futuza and 3 others like this
Tempust85 Posted December 12, 2013 Posted December 12, 2013 OpenJK + rend2 + new Star Wars movies should keep JKA alive for longer. If only we could have acquired a few more utility source codes. cough.......carcass Darth_Bothersome and Shadzy like this
eezstreet Posted December 13, 2013 Author Posted December 13, 2013 pls StringED release, don't even want source
Xycaleth Posted December 14, 2013 Posted December 14, 2013 The renderer is now much improved. Morabis, Mert-K, Tempust85 and 3 others like this
Pande Posted December 14, 2013 Posted December 14, 2013 Anything with more boba fett is an improvement, no?That makes that picture pretty good. But there is still a lot of black space. Can you fill that with more boba fett? Circa, Futuza, Morabis and 1 other like this
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