Szico VII Posted June 17, 2014 Posted June 17, 2014 @@Xycaleth - Newest version doesn't crash anymore but there doesn't appear to be any dglow...has the shader command changed?ALso theres a weird bug where if my 2d screen items are visible (i.e cg_draw2d 1) my water shader intermittently disappears
Xycaleth Posted June 17, 2014 Posted June 17, 2014 The glow is less in your face now. I might tweak it to be more like the original glow if people prefer the old way. Is there any difference at all if you toggle r_dynamicGlow? And there's still some issues with ordering of draws which might be what you're seeing with the water.
Tempust85 Posted June 17, 2014 Posted June 17, 2014 Could just have "1" same as vanilla and "2" more intense? Archangel35757 likes this
Jango40 Posted June 17, 2014 Posted June 17, 2014 The glow is less in your face now. I might tweak it to be more like the original glow if people prefer the old way. Is there any difference at all if you toggle r_dynamicGlow? And there's still some issues with ordering of draws which might be what you're seeing with the water.I like the more in your face glow more.
Omicron Posted June 17, 2014 Posted June 17, 2014 Could just have "1" same as vanilla and "2" more intense?Could perhaps vanilla one be available as a cvar, so people can have a pic of what they like? eg, r_dynamicglow 0 = no glow, 1 = vanilla, and 2 = rend2 B) katanamaru, Boothand and Tempust85 like this
Omicron Posted June 17, 2014 Posted June 17, 2014 What does it do? Perhaps then have the normal dglow cmd, but a separate rend2 one which would then also disable the default dglow cmd
Xycaleth Posted June 17, 2014 Posted June 17, 2014 The weather forecast for this evening is a shower of multicoloured triangles. Getting closer to the goal: Circa, Stoiss, Tempust85 and 6 others like this
Tempust85 Posted June 17, 2014 Posted June 17, 2014 Featured picture time! Omicron, Circa and AshuraDX like this
Mandalorian Posted June 18, 2014 Posted June 18, 2014 JKA LSD edition.In all serious good work so far.
Szico VII Posted June 18, 2014 Posted June 18, 2014 The glow is less in your face now. I might tweak it to be more like the original glow if people prefer the old way. Is there any difference at all if you toggle r_dynamicGlow? And there's still some issues with ordering of draws which might be what you're seeing with the water. @@Xycaleth - I cant see any difference with 1 or 0. Screens later
Xycaleth Posted June 18, 2014 Posted June 18, 2014 What do you have the following cvars set to?r_ext_framebuffer_multisampler_hdrr_postprocessr_ext_multisample
Guest KENNITHH Posted June 20, 2014 Posted June 20, 2014 Any progress on the PBR quality? Kinda curious at this, and some more pics ofcourse if possible ^^
Xycaleth Posted June 20, 2014 Posted June 20, 2014 I'm holding off on the extras for now while I get weather working. What I need for the PBR stuff is some assets a simple model with a diffuse, specular, roughness and normal map. I suppose I could make something simple myself now I think about it.
Guest KENNITHH Posted June 20, 2014 Posted June 20, 2014 What I need for the PBR stuff is some assets a simple model with a diffuse, specular, roughness and normal map. I suppose I could make something simple myself now I think about it. I'd say , try to get your hands on some vehicle, weapon and character models as the materials are different , maybe from another game but just to try. Seriously, if you manage to get PBR in rend2, imma love you forever
Xycaleth Posted June 20, 2014 Posted June 20, 2014 Any model is fine. Preferably something simple without too much detail. I want to see how it looks if the majority of the detail comes from the texture maps.
Tempust85 Posted June 20, 2014 Posted June 20, 2014 I'm more interested in a uv seams fix in the renderer for all model formats. PBR won't look that great with those breaks.
Xycaleth Posted June 20, 2014 Posted June 20, 2014 I'm still not sure what I can really do for UV seams :/
Recommended Posts