Guest KENNITHH Posted February 19, 2014 Posted February 19, 2014 Yea I guess cubemaps + wave shader + (doesn't JK have some kind of distortion effect in their nades? this could be cool too to make the water look blurry) would be pretty awesome already. And I actually ment this http://www.moddb.com/mods/ddaynormandy/images/dday-normandy-with-an-enchanted-graphics-engine But the berserker one looks cool too. And pitty that MD5 wont be added might be good for a seperate mod maybe which can be combined with Rend2?
Szico VII Posted February 19, 2014 Posted February 19, 2014 minilogoguy18, Tempust85 and Mr.Zz like this
minilogoguy18 Posted February 19, 2014 Posted February 19, 2014 Nice, wanna job with the DF2 mod Szico? =p Tempust85 likes this
Tempust85 Posted February 20, 2014 Posted February 20, 2014 ^This. Totally can't wait for rend2 on SP, will blast DF2 off to new heights of quality.
eezstreet Posted February 20, 2014 Author Posted February 20, 2014 such lens flarewow Szico VII, ent and Tempust85 like this
Darth_Bothersome Posted February 20, 2014 Posted February 20, 2014 I have no idea how relevant this is, but it has to do with water rendered in a form of OpenGL. And it's really fun to play around with. http://madebyevan.com/webgl-water/
ensiform Posted February 20, 2014 Posted February 20, 2014 Not really relevant at all because it doesn't adapt to the rendering pipeline. But yea it is pretty cool, seen it before.
Xycaleth Posted February 24, 2014 Posted February 24, 2014 Okay, back from weekend away, got ill in the process, but I'm ready to continue work on this again Stay tuned over the next few days. Tempust85 likes this
Boothand Posted February 25, 2014 Posted February 25, 2014 I could make a thread for this (tell me if I should), but just wondered if there's a quick trick to making normal maps look correct in rend2! Szico deserves a break but I guess I'm hinting a bit at his works At the moment it looks and behaves the same way it did when I tried this a year-ish ago before rend2 was in the works/ports. It all looks like big plastic bubbles, no matter what I test it on. Shader: textures/bootland/concrete_wall { qer_editorimage textures/bootland/concrete_wall q3map_normalimage textures/bootland_nmaps/concrete_wall_nmap.tga q3map_lightmapsamplesize 2x2 q3map_shadeangle 60 //have tried other angles { map $lightmap rgbGen identity } { map textures/bootland/concrete_wall blendFunc GL_DST_COLOR GL_ZERO } } etc... Test-screenshots: https://dl.dropboxusercontent.com/u/58757568/normalMap1.png https://dl.dropboxusercontent.com/u/58757568/normalMap2.png https://dl.dropboxusercontent.com/u/58757568/concrete_wall_nmap.jpg https://dl.dropboxusercontent.com/u/58757568/closet_door2_nmap.jpg Edit: Made new thread here.
Xycaleth Posted February 25, 2014 Posted February 25, 2014 Yeah you want to make a separate thread the normal maps you're having problems with are used only by q3map2 and the shading is baked into the lightmap. Boothand likes this
Szico VII Posted February 25, 2014 Posted February 25, 2014 @@Xycaleth q3map_sunExt seems to be bugged ingame when using the default renderer. BaseJA, rend2 both render the sky normally when using this shader command, however in OpenJK default renderer it seems to not recognise the deviance stage of the shader and displays the sky as a texture not found. Ive also noticed when taking screenshots, it does not preserve the antialiasing.... and fraps completely bugs out textures/skies/bootland { qer_editorimage textures/skies/sky surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/skies/yavin 512 - q3map_sunext 1 1 1 1000 155 50 0.5 8 }Error is "unrecognised command "0.5" in shader xxxxx Wonder if this is due to any changes you made to the vanilla renderer?
Szico VII Posted February 25, 2014 Posted February 25, 2014 Rend2 comparisons@: Darth_Bothersome, ensiform, Stoiss and 1 other like this
ensiform Posted February 25, 2014 Posted February 25, 2014 That looks like Bioshock Infinite holy shit Circa likes this
Tempust85 Posted February 25, 2014 Posted February 25, 2014 You should increase the shadow size in the console. I use: r_shadowMapSize 2048 Can't wait for rend2 SP, this is simply amazing. Will look even better when specular is working and there's a bloom version of dynamic glow. EDIT: Drop this into your base folder: https://www.dropbox.com/s/zh9qp23es0rgxwc/zzzz_rend2_menu.pk3 Has a fair amount of rend2's options. It also removes vanilla specific options from VIDEO, so if you want those options back then remove the pk3.
Szico VII Posted February 26, 2014 Posted February 26, 2014 I tried with that - It appeared to make everything lag a lot more... Though the "auto-normalmap" did make it look a bit nicer and the SSAO seems to make it smoother
ensiform Posted February 26, 2014 Posted February 26, 2014 Have you tried with tga and png screenshots to see if theres any difference ?
eezstreet Posted February 26, 2014 Author Posted February 26, 2014 /screenshot something.png /screenshot somethingelse.tga I think there might be /screenshotPNG and /screenshotTGA (?) commands
ensiform Posted February 26, 2014 Posted February 26, 2014 You have to use the respective commands not adding the extension. screenshot by itself is jpg screenshot_tga is tga, screenshot_png is png. NOTE: PNG screenshots in vanilla don't gamma correct, everything else does and all 3 do in rend2. And JPEG screenshot command is identical. Sounds like issue/conflict with driver or something. eezstreet likes this
Guest KENNITHH Posted February 26, 2014 Posted February 26, 2014 Awesome szico , and is it me or does the water look slightly different too? And are you using a normal map on the water? I think games like battlefield use it, might be worth a shot even though it looks nice already. And is that a working lense flare?
ensiform Posted February 26, 2014 Posted February 26, 2014 Lens flares are ezpz can even be done by cgame ref ents.
Szico VII Posted February 26, 2014 Posted February 26, 2014 I have no idea what ensiform said Heres a vid of rend2, I finally got it to record properly by turning off r_postprocess Boothand likes this
ensiform Posted February 26, 2014 Posted February 26, 2014 I just meant you dont need special renderer to have lens flares, you can do it with some simple client side mod code and the necessary images/shaders.
Szico VII Posted February 26, 2014 Posted February 26, 2014 I'm guessing nobody has added that to OpenJK though?
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