Tempust85 Posted January 8, 2014 Posted January 8, 2014 Here's TFU Darth Maul head (as the player model) in OpenJK rend2 with a solid gray diffuse texture to show off normal mapping: The normal map isn't that great, but it serves its purpose here. Now to start making content with normal maps in mind.... Sovietskiy Partizan likes this
eezstreet Posted January 8, 2014 Author Posted January 8, 2014 That distortion...is it normal? It looks stretched.
Omicron Posted January 8, 2014 Posted January 8, 2014 When you say a 'grey diffuse texture', do you mean it is just solid grey?
Sovietskiy Partizan Posted January 8, 2014 Posted January 8, 2014 Here's TFU Darth Maul head (as the player model) in OpenJK rend2 with a solid gray diffuse texture to show off normal mapping: The normal map isn't that great, but it serves its purpose here. Now to start making content with normal maps in mind.... Does it mean that we can start creating normal maps for existing JKA models right now ?Also great job.
Tempust85 Posted January 8, 2014 Posted January 8, 2014 When you say a 'grey diffuse texture', do you mean it is just solid grey? Yeah, solid gray. All the details you see are done via the normal map. @@eezstreet It doesn't match what I get in 3ds max 1:1 for some reason, could be the glsl shader or something I dunno much about that stuff. Here's the pic from max: I tried to mimic the lighting as much as possible without spending hours lol. Omicron likes this
Guest KENNITHH Posted January 8, 2014 Posted January 8, 2014 Man .. Cant wait to try it out in sof2, good job guys.
eezstreet Posted January 8, 2014 Author Posted January 8, 2014 I believe there's a SOF2 fork of OpenJK.
Sovietskiy Partizan Posted January 8, 2014 Posted January 8, 2014 Iam looking forward for the moment when we can apply normal maps and see results ingame. katanamaru likes this
Guest KENNITHH Posted January 9, 2014 Posted January 9, 2014 Yeah I know but as I asked here http://jkhub.org/topic/3289-new-engine/, I hope this will be the thing weve been looking for, otherwise i think well have to use xreal which looks a bit bugged imo
Tempust85 Posted January 9, 2014 Posted January 9, 2014 What's left to be done on rend2 before it's deemed ready for use by modders?
Xycaleth Posted January 9, 2014 Posted January 9, 2014 It'll be a while before it's properly useable, and at some point I want to change the rend2 shaders to something even more simpler. It seems like I'm the only person doing any work on it, and I also have my FBX converter to work on too Sovietskiy Partizan likes this
Sovietskiy Partizan Posted January 9, 2014 Posted January 9, 2014 It'll be a while before it's properly useable, and at some point I want to change the rend2 shaders to something even more simpler. It seems like I'm the only person doing any work on it, and I also have my FBX converter to work on too To convert JA model for Mudbox, then draw normal map and add it to model folder and see it ingame - sounds like epic win :]
Xycaleth Posted January 9, 2014 Posted January 9, 2014 Other way around - will be for converting FBX models to GLM models.
Guest KENNITHH Posted January 9, 2014 Posted January 9, 2014 How about adding md5 support like the other ones ? Isnt it easier for getting models in the game (carcass)?
eezstreet Posted January 9, 2014 Author Posted January 9, 2014 I believe I added support for MD5, MD4, MDR and IQM. The problem is that you have to rewrite player model code and handling.
Xycaleth Posted January 9, 2014 Posted January 9, 2014 There's no MD5 model support; "only" MDR, MD3, IQM and GLM. I don't want to add any more model formats - it just makes it easier to introduce more bugs.
Tempust85 Posted January 9, 2014 Posted January 9, 2014 Do MDR & IQM even work? The assets & the community don't use them, maybe just dump em? EDIT: MD3 normal maps aren't working. In ioquake3, I can use rgbgen vertexlit and it works fine. Tried it with OpenJK and didn't work, so then I tried rgbgen lightingdiffuseEntity and still nothing. That and specular doesn't look to be working at all, even on the map textures. I'm also not convinced that normal maps for Ghoul2 are working as they should. A feature request I'd like is a way to flip any of the R G B channels of a normal map via the .mtr shader rather than having to manually flip the channels in photoshop all the time.
eezstreet Posted January 19, 2014 Author Posted January 19, 2014 Working on porting rd-rend2 to SP, primarily for use in JK2. Will let people know what becomes of it. Tempust85 likes this
Xycaleth Posted January 19, 2014 Posted January 19, 2014 And now there will be twice as much work to do when making changes to it
eezstreet Posted January 19, 2014 Author Posted January 19, 2014 And now there will be twice as much work to do when making changes to it wellneed to make renderers that work in both SP and MP I'm mostly porting this over for the sake of my mod..I've had some requests to improve JK2 support and I've kinda been sidetracked a bit I envision the process working like the following:CMake option: SPRend2new project in code/rd-rend2 that has includes in code/rd-rend2uses preprocessor: _SP Uses basically the same code, but has some differences in SP. This would be like a precursor to unified codebase ?
Tempust85 Posted January 19, 2014 Posted January 19, 2014 rend2 for SP would be more useful at this time than MP due to all the SP mods currently active.
Xycaleth Posted January 19, 2014 Posted January 19, 2014 All I'm saying is that you'll end up porting it to SP, and then rend2 in MP will change drastically (which it will) and you won't bother porting those chanes across. And then we have the problem of two versions of the same renderer. Or alternatively a shit load of work will need to be done again to get the two renderers compatible even with each other.
eezstreet Posted January 19, 2014 Author Posted January 19, 2014 All I'm saying is that you'll end up porting it to SP, and then rend2 in MP will change drastically (which it will) and you won't bother porting those chanes across. And then we have the problem of two versions of the same renderer. Or alternatively a shit load of work will need to be done again to get the two renderers compatible even with each other.Not if you use the previous method that I mentioned. It's the same code, just with some #ifdefs (believe me, the differences between SP and MP are veeeery subtle in terms of how they actually work).I have it basically running, just crashes on some stuff that isn't done yet (dissolve, SP-specific ghoul2 stuff (which is actually fine to port to MP))
Tempust85 Posted January 24, 2014 Posted January 24, 2014 Is it possible to add parallax mapping to models in the end, and not just levels?
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