Xycaleth Posted June 20, 2014 Posted June 20, 2014 Greeeen rain. Getting closer to finishing the rain stuff now. I'm drawing 200,000 (two hundred thousand) particles for the rain. Vanilla renders 500. And yes, I need to fix the jaggedy edges on the rain Archangel35757, Omicron, Smoo and 1 other like this
Tempust85 Posted June 20, 2014 Posted June 20, 2014 I'm still not sure what I can really do for UV seams :/ It may just need to be a fix in your FBX 2 GLM at some point. EDIT: After some reading - I found that if you do a normal bake onto a model that has the UV seam splits, it will mostly stop the splits from being visible. So this looks like the only option artists will have when making assets with rend2 in mind.
Archangel35757 Posted June 20, 2014 Posted June 20, 2014 Could someone modify the lava Shader to do a proper second stage so that the deeper crack areas glow brighter? So it's not a uniformly applied glow across entire Shader (as it is currently)? Also, @@DT85 & @@Xycaleth -- regarding UV seams... are these UV seams smooth/blended as desired in 3dsMax and then broken along seams by Ghoul2 or what? Could the renderer code reapply smoothing based on smoothing groups? Are these UV seams present/apparent in the XSIViewer?
Tempust85 Posted June 20, 2014 Posted June 20, 2014 I imported a max exported xsi file into mod tool with 'normal' checked on the importer and your exporter doesn't create these uv seams. It's obviously the ghoul2 format. It seems to be something that happens with older formats.
Archangel35757 Posted June 21, 2014 Posted June 21, 2014 I imported a max exported xsi file into mod tool with 'normal' checked on the importer and your exporter doesn't create these uv seams. It's obviously the ghoul2 format. It seems to be something that happens with older formats. So what information is there in the Ghoul2 format that could be used to fix these seams within the renderer? How would it distinguish between what should be hard edges and what should be smoothed?
Tempust85 Posted June 21, 2014 Posted June 21, 2014 I dunno, Xycaleth said at one point the fix could lie in the renderer but fixing the file format itself would probably be easier. Archangel35757 likes this
Stoiss Posted June 21, 2014 Posted June 21, 2014 now you are doing weather stuff Xcyleth, are you also going to fix the in and outside rain stuff like it is in the SP game ?
Omicron Posted June 21, 2014 Posted June 21, 2014 Just need to make the rain a bit more de-saturated and you have acid rain Tempust85 likes this
AshuraDX Posted June 21, 2014 Posted June 21, 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.how about you go a few pages back and take my skiff & the additional normal maps which I posted there Tempust85 likes this
Xycaleth Posted June 21, 2014 Posted June 21, 2014 Oh yeah, I forgot about that! Thanks @@AshuraDX AshuraDX likes this
Xycaleth Posted June 22, 2014 Posted June 22, 2014 It's a good thing I tried your model! It brought up another bug in OpenJK which I've just fixed AshuraDX, Boothand and Tempust85 like this
AshuraDX Posted June 22, 2014 Posted June 22, 2014 I could probably supply you with a couple test meshes if you wish , just let me know what you'd like to have I could probably convert these for JA quickly if you wish so what did you find when using my model ?
Xycaleth Posted June 22, 2014 Posted June 22, 2014 If the model name was longer than the name of the .veh file then it wouldn't load the right model lol. I should be okay with just the Skiff for the moment as I haven't even gotten around to writing the new shaders for it yet. I went to bed straight after fixing this bug.
AshuraDX Posted June 22, 2014 Posted June 22, 2014 just let me know when you need something - I'll see if I can get it done for ya
Jango40 Posted June 22, 2014 Posted June 22, 2014 I could probably supply you with a couple test meshes if you wish , just let me know what you'd like to have I could probably convert these for JA quickly if you wish so what did you find when using my model ?Magicka wizard wars?
Xycaleth Posted June 25, 2014 Posted June 25, 2014 Update... so SmileTheory (the guy behind the Quake3 rend2) spotted a small mistake in my normals calculations for Ghoul2 animated models, which I've now fixed. There shouldn't be any noticeable difference, but it was a bug nonetheless. I've also fixed problems with fog and dynamic glow (thanks to UniqueOne), as well as a bug in the cubemapping code which I introduced a few weeks ago and only just spotted. I've also set up a Trello board so people can see the progress of things in Rend2. You can see what I have planned, what I'm currently doing and what's already been done. https://trello.com/b/wdwAvV3n/rend2 I'll still be posting most updates here, but the trello board will let you see my progress on a single page. Boothand, Circa, Tempust85 and 3 others like this
Futuza Posted June 25, 2014 Posted June 25, 2014 Awesome. I didn't know SmileTheory was helping you guys out. Glad things are progressing nicely.
Xycaleth Posted June 26, 2014 Posted June 26, 2014 Quick change to the Trello board! You can now vote on each of the cards so I can get an idea of how I should prioritize the tasks @@DT85 @@Archangel35757 Regarding the UV seams, I have an idea for how to fix them now, but it won't be possible to fix it in the renderer. It will have to be fixed in my FBX to GLM converter as the smoothing group information is lost during the conversion process. Just to be clear though, if I'm right, then the problem is not because of the GLM format, it's because of the exporter/converter. Tempust85 likes this
Tempust85 Posted June 26, 2014 Posted June 26, 2014 Sounds like carcass to me. Once again, if only Raven would fork over dat codes.... Archangel35757 likes this
Archangel35757 Posted June 26, 2014 Posted June 26, 2014 Sounds like carcass to me. Once again, if only Raven would fork over dat codes.... Yeah, I agree... @@DT85 verified the XSI format is fine. It seems that it breaks during the Carcass-to-Ghoul2 conversion. I really wish Raven would release the Carcass source code. For now it seems the process will be: 1. Export your model and animation to dotXSI.2. Convert to Ghoul2 using Carcass.3. Re-export your model root pose to FBX.4. Convert FBX to GLM using @@Xycaleth's converter.5. Replace the GLM with the fixed one. Does that seem about right? Xycaleth, Futuza and ChalklYne like this
Xycaleth Posted June 26, 2014 Posted June 26, 2014 Sounds a bit long winded but sounds like it should work (if my fix works)
Archangel35757 Posted June 26, 2014 Posted June 26, 2014 Sounds a bit long winded but sounds like it should work (if my fix works)Maybe you could write a standalone EXE patch routine that takes as input the Carcass GLM file and a text file containing the smoothing group data (this data could be in the dotXSI file itself-- to avoid having to export another file?) and run the patch on the GLM... just a thought.
Futuza Posted June 26, 2014 Posted June 26, 2014 Sounds a bit long winded but sounds like it should work (if my fix works)Yeah if only there were a tool that just allowed you to export directly to game
Boothand Posted June 27, 2014 Posted June 27, 2014 Gave the newest (I think) rend2 a spin on the latest OpenJK. I'm currently on the computer which had lots of funky problems with rend2 in the earlier stages (ATI drivers) therfiles, Omicron, Smoo and 1 other like this
Futuza Posted June 27, 2014 Posted June 27, 2014 Lol. Kyle can project lightsaber blades from his barehands and hide it behind his back too? And I thought he was badass enough... Omicron likes this
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