eezstreet Posted February 26, 2014 Author Posted February 26, 2014 You can also use a post-processing effect to render (better and more accurate) lens flares.
Szico VII Posted February 26, 2014 Posted February 26, 2014 *cough* if you tell me how to I shall do it
Szico VII Posted February 26, 2014 Posted February 26, 2014 No I meant in radiant Incidentally, someone asked for a base vs rend2 of moonbase, so here it is: Boothand, Tempust85 and Xycaleth like this
minilogoguy18 Posted February 26, 2014 Posted February 26, 2014 Tempust85, Darth_Bothersome and ensiform like this
eezstreet Posted February 27, 2014 Author Posted February 27, 2014 2dark4me @those screensAlso, not quite sure what you're on about. If you're referring to ensigorm's method, you'll need a new entity.
ensiform Posted February 27, 2014 Posted February 27, 2014 Wouldn't necessarily need to be a server-side entity though, could be purely cg_spawn.c
MoonDog Posted February 27, 2014 Posted February 27, 2014 The rend2 branch is the best place to grab the code to compile, yes? https://github.com/JACoders/OpenJK/tree/rend2
eezstreet Posted February 27, 2014 Author Posted February 27, 2014 Yes. My rend2motionblur branch has motion blur (WIP) as well.
MoonDog Posted February 27, 2014 Posted February 27, 2014 Hmmmm... I think I must have fucked something up.
eezstreet Posted February 27, 2014 Author Posted February 27, 2014 Try a clean + rebuild, I've heard of this error before but I don't totally recall how to fix it. You might also try making sure you're running as administrator (or alternatively, making sure the code is in your homepath/documents folder somewhere) and/or installing Service Pack 1 for Visual Studio 2010 (not sure what version you're using there offhand)
Raz0r Posted February 27, 2014 Posted February 27, 2014 I think you have to remove .NET 4.5? Something like that.
Xycaleth Posted February 27, 2014 Posted February 27, 2014 For Visual Studio 2010, you need to install the VS2010 service pack 1.
Stoiss Posted February 27, 2014 Posted February 27, 2014 how does .net 4.5 do a problem here ?i have it all in win 8.1 with 2010 + 2010 sp patch and 2012 and i have no problems compile it
ensiform Posted February 28, 2014 Posted February 28, 2014 MSBuild relies on .NET Framework because it is a managed app written in C# with .NET (Its not even located in the VC directory or WinSDK platform directory)
Boothand Posted February 28, 2014 Posted February 28, 2014 Are there any shader keywords or any cvars that could control the intensity of the shadows themselves? It seems even with very subtle normal maps, the shadows themselves are totally black. Would be nice to see grey/transparent shadows, though I understand if it's not available or too expensive for the engine. Didn't find anything related to that in the readme, as far as I could understand it.
Xycaleth Posted February 28, 2014 Posted February 28, 2014 Which shadows are you referring to? Can you post a screenshot please?
Boothand Posted February 28, 2014 Posted February 28, 2014 For example on walls that are facing the sun, the shadows seem to be very pitch black. I'm quite happy with the sun intensity, though I might change it if there's not a way to control the shading strength of the normal maps in another way. For some reason, the lower portion of the brick wall decides to be very shaded. The planks are also a bit too intense looking when facing the sun. It would feel more realistic if they were more grey-ish, revealing the texture underneath.
Xycaleth Posted February 28, 2014 Posted February 28, 2014 That does look odd. What does your shader look like, and what does the normal map look like?
Boothand Posted February 28, 2014 Posted February 28, 2014 That does look odd. What does your shader look like, and what does the normal map look like? Shader: textures/bootland/bricks3 { qer_editorimage textures/bootland/bricks3 { map textures/bootland/bricks3 } { stage normalparallaxmap map textures/bootland_nmaps/bricks3_nmap } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO } } Normal map + parallax in alpha channel: It has to do with the sun's elevation though, which was 30 in the screenshot. It doesn't happen if the elevation is higher, like 70.
Tempust85 Posted February 28, 2014 Posted February 28, 2014 How does the normal + parallax maps look in a 3d program?
Boothand Posted February 28, 2014 Posted February 28, 2014 Unsure how to setup both normal maps and displacement in 3DS Max, but using the parallax as displacement I get this: It's got some issues, but on the other hand I kind of like the cartoonish shapes of it. On the other other hand, I should learn to control how it displaces. I guess I need to Photoshop the transitions more properly. Tried exporting displacement from a nice Zbrush model I tweaked out of it, but got a quite useless barely visible map from it. There's another place in game, by the way, where the black stuff doesn't happen, even being at the same angle. But here's a screenshot of the same place I showed, sun height at 50. This time the texture seems to be washed out in the lower half, and the black evilness growing in the end over there. Bonus question:Is specular mapping broken?
Xycaleth Posted February 28, 2014 Posted February 28, 2014 I think DT mentioned it was broken a few pages back. Unfortunately I'm still not feeling great and so no more changes to report this week Boothand and Tempust85 like this
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