eezstreet Posted March 5, 2014 Author Posted March 5, 2014 is this image going to be a legit thing now? because I approve. So normal + specular works on players in OJK rend2? this is good news. Circa likes this
Tempust85 Posted March 5, 2014 Posted March 5, 2014 Yeah, it seems to work fine but Almighty Gir will know for certain if his model looks correct. I know most of these I've mentioned before, but here's a list of things I've noticed: - MD3 misc_model_static aren't using shaders at all (I thought this was a normal map issue, but it's completely not caring there is a shader for a texture it uses)- Level textures aren't having any specular applied to them- Grass on Yavin is flat and not standing up- Some shader animations aren't working I'd like a guide to getting cubemaps to work. So far, all I've found out in the code is that you need to have misc_cubemap entities.
ensiform Posted March 5, 2014 Posted March 5, 2014 Grass is not implemented (surface sprites) at all, can you not read? Which shader anims. Things that cause flags to wave such as in q3, do not work on md3's because its mixed between cpu and gpu.
Tempust85 Posted March 5, 2014 Posted March 5, 2014 That's a list of things I've noticed which includes EVERYTHING I have noticed, mentioned before or not. I'm not going to dive through the thread just to see if something I've noticed has been mentioned before. The last mention I saw of it was December 2013, and anything could have been fixed between then and now that I may not know.
Boothand Posted March 5, 2014 Posted March 5, 2014 - MD3 misc_model_static aren't using shaders at all (I thought this was a normal map issue, but it's completely not caring there is a shader for a texture it uses)- Level textures aren't having any specular applied to them The same happened to me with a regular misc_model. It didn't seem to accept any influence from mtr files. When I tried using a specular map on a road, it did apply *something*. What it seemed to do, in a way, was very inverted. It put the darkest spots of my specular map and displayed it all over the texture, except where the sun would reflect, which was close to where I would walk. So it took the black parts of my alpha channel and made that visible, it seemed, which then displayed the black areas of my specular texture which were supposed to be keyed out. That's the way I interpreted it at least, but I couldn't make quite sense out of it either, when inverting the alpha channel and troubleshooting etc. I can't recall exactly what happened. Screenshot: Tempust85 likes this
ensiform Posted March 5, 2014 Posted March 5, 2014 @@DT85, you'd know if surface sprites were implemented thats an entire feature ;p Fixing lightmaps fully and dynamic glow are on xyc's todo list I think for now... Surface sprites and weather require major rewrite because of how raven implemented them crappily with their own GL pipeline instead of the game's rendering.
Darth_Bothersome Posted March 6, 2014 Posted March 6, 2014 Don't mind me. I just like looking at the pretty pictures in this thread. Tempust85 likes this
Szico VII Posted March 6, 2014 Posted March 6, 2014 Base maps will look almost identical unless someone updates them with rend2 shaders and textures.
Grab Posted March 6, 2014 Posted March 6, 2014 Base maps will look almost identical unless someone updates them with rend2 shaders and textures.But I know ๏̯͡๏﴿
Futuza Posted March 7, 2014 Posted March 7, 2014 Show us base maps!duel5 for example! Pande's remake might look pretty cool: http://jkhub.org/files/file/1723-tatooine-spaceport-ffa-remake/
Pande Posted March 7, 2014 Posted March 7, 2014 That reminds me.. cascading shadows needs to be able to happen twice because Tatooine has 2 suns Omicron, Futuza and Darth_Bothersome like this
MoonDog Posted March 7, 2014 Posted March 7, 2014 Tatoo 1 and Tatoo 2 - suns Ghomrassen, Guermessa and Chenini - moons :v Isn't it easier to check wiki or wookiepedia than finding photo? Tempust85, Raz0r, Darth_Bothersome and 3 others like this
Futuza Posted March 7, 2014 Posted March 7, 2014 I'm not convinced Whaddya mean I see two shadows: some hot chick, and Darth Vader.
Xycaleth Posted March 11, 2014 Posted March 11, 2014 Sorry for the lack of updates everyone. I'm finding it hard to motivate myself at the moment but I'll get back to it soon hopefully - don't worry!
Tempust85 Posted March 11, 2014 Posted March 11, 2014 You should get smile theory to help you. I asked him, but he seemed worried about stepping on people's toes.
Archangel35757 Posted March 12, 2014 Posted March 12, 2014 Sorry for the lack of updates everyone. I'm finding it hard to motivate myself at the moment but I'll get back to it soon hopefully - don't worry! The beatings will continue until morale improves! Tempust85 and AshuraDX like this
Tempust85 Posted March 14, 2014 Posted March 14, 2014 Does this help? (Toshi's unfinished Skinned T-800 model from the long dead Terminator Apocalypse HL2 Mod. Model is only 6,000 tris so ALOT of the detail is the normal map) z3filus likes this
minilogoguy18 Posted March 15, 2014 Posted March 15, 2014 That's a really good model of the govenator.
Tempust85 Posted March 15, 2014 Posted March 15, 2014 That Endor Rebel is Toshi's from Star Wars The New Era. I later rigged it for MB3. I'm really interested in making a Terminator MP mod for OpenJK with rend2.
Xycaleth Posted March 15, 2014 Posted March 15, 2014 So, I'm ignoring the lightmap problem for now cause that's blocking me from looking at other things. Just had a look at testing specular for map textures and it seems to work fine. You can also see it using the environment cube maps. Here's a short video.https://www.youtube.com/watch?v=LKu3Oxi6nBo From left to right, each sphere has an increasing specularity until it becomes really shiny in the last sphere. The first sphere has no specularity, and only diffuse. I'll release the test map with all the assets at some point so you can see how it's done Mark Lubbers, Boothand, Pande and 4 others like this
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