Tempust85 Posted March 1, 2014 Posted March 1, 2014 Yeah it is broken. I'll have a browse in the code to see if I can find the area where it does specular. About that parallax thing, the normal map itself could be too strong. I suggest playing around with the levels. Boothand likes this
Boothand Posted March 1, 2014 Posted March 1, 2014 Making the normal map hardly visible removes the issue, but at the same removes the effect of having a normal map. As long as it has an effect, it causes the above posted to happen. Here's another issue. A texture with a normalparallax map makes a sudden sharp transition. It feels a bit in the same category.
Tempust85 Posted March 1, 2014 Posted March 1, 2014 Ok, put the normal map back how you had it originally and invert the green channel of your normal map. I can't test this myself as the parallax image isn't showing up in this thread anymore.
Boothand Posted March 1, 2014 Posted March 1, 2014 Haha, yeah it's the normal map then. I just wonder if this would only happen in rend2, or if my normal map is generally not good. I've had quite many approaches to making this normal map. Ended up just generating it in Crazybump. Inverted green channel: PS. The parallax image is back, my bad And if you wanted to test it yourself, here's the diffuse.
Xycaleth Posted March 1, 2014 Posted March 1, 2014 Try turning off texture compression? Should be an option in the regular video menu.
Boothand Posted March 1, 2014 Posted March 1, 2014 Hmm which option would that be? Didn't find the cvar either. PS. It happens with other textures too. Check the wooden wall: https://dl.dropboxusercontent.com/u/58757568/normalshadewoodenwall.jpg
Tempust85 Posted March 1, 2014 Posted March 1, 2014 The parallax texture is now showing up in the thread, i'll muck around with this tomorrow and see what if I can't find what's going on. Boothand likes this
Raz0r Posted March 1, 2014 Posted March 1, 2014 Hmm which option would that be? Didn't find the cvar either.Could be r_ext_compress_textures 0. It requires a vid_restart
Boothand Posted March 1, 2014 Posted March 1, 2014 That doesn't seem to be what's causing it. It was already on 0, the default.
Tempust85 Posted March 1, 2014 Posted March 1, 2014 @@Boothand This is what I get with your normal map + parallax + white diffuse + r_forcesun 1: I had to modify your shader a bit: textures/bricks/bricks3 { qer_editorimage textures/bricks/bricks3 { map textures/bricks/bricks3 rgbGen vertexLit } { stage normalparallaxmap map textures/bricks/bricks3_nmap } } Omicron, Stoiss, minilogoguy18 and 1 other like this
Pande Posted March 2, 2014 Posted March 2, 2014 Don't fall Kyle, that glass might break Stoiss likes this
Tempust85 Posted March 2, 2014 Posted March 2, 2014 That kyle is a normal map test which I painted an X on his back, ignore it. I had a good muck around and rend2's specular is broken. The problem doesn't lie with an incorrect shader, because that exact shader shows specular in ioquake3 rend2.
Archangel35757 Posted March 2, 2014 Posted March 2, 2014 So are normal maps for characters fully implemented now using rend2?
Boothand Posted March 2, 2014 Posted March 2, 2014 Hmm what sun elevation did you use? I'm still having the issue using vertexLit. It seems to be on that general area. Doesn't happen on one other of my walls, which is a bigger surface. And thanks a million for the r_forcesun 1 command! It made rend2 about 10 times more rewarding for me Only wish it worked on surfacelights as well.
Tempust85 Posted March 2, 2014 Posted March 2, 2014 The sky I used is hevil (base JKA shader), using r_forcesun 1 (r_forcesun 2 is a moving light source). r_forcesun should only be used for testing, you should always make a proper rend2 compatible sky shader. @@Archangel35757 I think so. Won't really know for sure if it's 100% working until someone like @@Almightygir puts a model ingame. My test subjects suck because they are either really basic or are model ports.
Boothand Posted March 2, 2014 Posted March 2, 2014 Hmm. Forcesun 2 is very impressive, although it crashes with the lightmap. Also, was that compile done with -light? I think the issue only arises with the lightmap. But will a *proper rend2 compatible shader* do the same magic as r_forcesun 1? It doesn't seem to affect FPS that much. It adds a lot of nice detail to my map..!
Xycaleth Posted March 2, 2014 Posted March 2, 2014 The force sun stuff is mainly for debugging purposes. There's a way to do the same thing using sky lights but I can't remember how.
Tempust85 Posted March 2, 2014 Posted March 2, 2014 @@Boothand It will do the same thing, yes. I compiled my test map with -light. Here's my other test map sky shader which is rend2 ready: textures/skies/testsky { qer_editorimage textures/skies/sky.tga surfaceparm nomarks surfaceparm noimpact surfaceparm nolightmap surfaceparm sky // vanilla-compatible sun q3map_sunExt 240 238 200 100 195 75 3 16 //q3gl2_sun <red> <green> <blue> <intensity> <degrees> <mapLightScale> <ambientLightScale> q3gl2_sun 240 238 200 50 195 75 3 0.5 0.2 //q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax <autoExposureMin> <autoExposureMax> q3gl2_tonemap -5 -1.5 0 -2.0 2.0 q3map_skylight 50 16 q3map_lightimage $whiteimage skyParms textures/skies/desert 512 - } Boothand likes this
ensiform Posted March 2, 2014 Posted March 2, 2014 You don't need q3map_sun(Ext) and q3gl2_sun, one of them (hopefully the latter) will be used always. And trying to plug said shader itself into vanilla will break on q3gl2_sun and q3gl2_tonemap anyway.
eezstreet Posted March 2, 2014 Author Posted March 2, 2014 Not quite, since vanilla doesn't load .mtr files.
Tempust85 Posted March 2, 2014 Posted March 2, 2014 SunExt is the vanilla renderer sun IF you plan on having both renderer compatibility. It also only works if it's a .shader. Having gl2_sun & tone map doesn't break anything in vanilla on all of my tests. Rend2 manual mentions this, have a look.
ensiform Posted March 3, 2014 Posted March 3, 2014 The vanilla renderer never actually checked it before OpenJK. It only looks for the first 6 numbers anyway. The extra information to ext is only for q3map2. You missed the point, though DT85, you wouldn't use BOTH in the .mtr file as vanilla can't load it.
Tempust85 Posted March 3, 2014 Posted March 3, 2014 That's right, which is why I said it would only work if you used a .shader.
Tempust85 Posted March 5, 2014 Posted March 5, 2014 I'll just drop this Ghoul2 Maul head right here: Diffuse Map + Normal Map + Specular Map + specularReflectance & specularExponent in the shader. Grab, Stoiss, Boothand and 4 others like this
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