Tempust85 Posted March 5, 2017 Author Posted March 5, 2017 @@minilogoguy18 if you could please try and recruit a PR person, that'd be great.
Ramikad Posted March 5, 2017 Posted March 5, 2017 ^Yeah, I mentioned some time ago that we should probably post off site some ads to try to attract some mappers. If we were to showcase something it might have to be something small. @@Ramikad had an awesome shot of the Sulon Star docked on the surface of Ruusan. Even without the new render engine it was quite a nice shot. Yep, several: Tempust85, minilogoguy18, SomaZ and 2 others like this
Tempust85 Posted March 5, 2017 Author Posted March 5, 2017 Looks freaking awesome! No idea how off-hand, but need to find a way to smooth the ship brushwork. Just please don't get too attached to how you've lit the map, the details or get attached to the textures. We will be creating all detailed geometry from models (baked from highpoly for the best results), using PBR texturing and most likely using some form of dynamic lighting. The already created details done in radiant will serve as guides for the models. The bare "shell" of the level which is anything to do with VIS, skybox, brushwork at a distance that the player won't get upclose to & stopping map leaks will be kept as-is, as with entities of course. If we were still using GL1, this puppy would be the crown jewel to show off. In saying that, still show it off. Again, superb job! All mappers need to heed what I've said above for future maps. As it is, I have to redo 01nar, 02nar & 07yun. P.S I've updated the in-game menus to match the main menu. minilogoguy18 and Ramikad like this
Ramikad Posted March 5, 2017 Posted March 5, 2017 Looks freaking awesome! No idea how off-hand, but need to find a way to smooth the ship brushwork. Just please don't get too attached to how you've lit the map, the details or get attached to the textures. We will be creating all detailed geometry from models (baked from highpoly for the best results), using PBR texturing and most likely using some form of dynamic lighting. The already created details done in radiant will serve as guides for the models. The bare "shell" of the level which is anything to do with VIS, skybox, brushwork at a distance that the player won't get upclose to & stopping map leaks will be kept as-is, as with entities of course. If we were still using GL1, this puppy would be the crown jewel to show off. In saying that, still show it off. Again, superb job! All mappers need to heed what I've said above for future maps. As it is, I have to redo 01nar, 02nar & 07yun. P.S I've updated the in-game menus to match the main menu. Can easily be smoothed merging the vertexes: the model seen there is actually crude brushwork turned to .ase. The Sulon Star could use a better model anyway, with proper rails and structures. Tempust85 likes this
Tempust85 Posted March 14, 2017 Author Posted March 14, 2017 Updated the mod Includes all menu updates I've posted. minilogoguy18 likes this
Tempust85 Posted April 14, 2017 Author Posted April 14, 2017 Added: - 07yun_gl2.pk3 Updated: - df2_assets.pk3- df2gamex86.dll- opendf2_sp.x86.exe- rdsp-GL2_x86.dll Changes: - latest code from SomaZ has been compiled into a release build (most notable change is AO from RMO "specular" textures now is used) minilogoguy18, Ramikad and Psyk0Sith like this
AshuraDX Posted April 19, 2017 Posted April 19, 2017 @@DT85 I tried this build and jsut as the previosu build I caN't run the opendf2_sp.x86.exe at all.I put everything into my gamedata folder but when I try to run the exe nothing happens, like really - nothing no launcher/console popup, no error just plain old nothing.
Tempust85 Posted April 20, 2017 Author Posted April 20, 2017 It should run? I'm trying to run it now from my dropbox and it gives me the missing openal32.dll error. What's your OS? Anyone else getting this issue?
Tempust85 Posted April 20, 2017 Author Posted April 20, 2017 Updated: - df2gamex86.dll- opendf2_sp.x86.exe- rdsp-GL2_x86.dll Changes: - ghoul2 viewmodels are now working. My old Heavy Repeater test from JK2HD, during a force push: minilogoguy18, SomaZ and Jolly like this
Tempust85 Posted April 21, 2017 Author Posted April 21, 2017 Added: - Bryar_VM.pk3 SomaZ and Maksman like this
Circa Posted April 21, 2017 Posted April 21, 2017 I can be a PR guy if you want Archangel35757, SomaZ, Tempust85 and 1 other like this
Tempust85 Posted April 21, 2017 Author Posted April 21, 2017 Sure man, that'd be great. Once SomaZ has the lighting sorted and we have our first map lit properly, feel free to grab the mod and take snaps to add to an article.
minilogoguy18 Posted April 22, 2017 Posted April 22, 2017 Yeah, with the forums hidden we need someone to specifically promote, I'm sure even the first glimpse of what we have so far is going to make peoples jaws drop. Circa likes this
Tempust85 Posted April 22, 2017 Author Posted April 22, 2017 I want to really knock their socks off with the yun map. SomaZ and ashuradx are working hard and I can't wait to see the end result. Archangel35757 and Circa like this
AshuraDX Posted April 22, 2017 Posted April 22, 2017 If you want I can prepare a few high res renders of map textures and models with a DF2 Mod logo on them (which we probably still need?)EDIT:Another thing: I still can't run OpenDF2 - could I be missing any dependencies?
minilogoguy18 Posted April 23, 2017 Posted April 23, 2017 ----------------------36914 files in pk3 filesexecing default.cfgexecing opendf2_sp.cfgcouldn't exec autoexec_sp.cfgRunning Jedi Academy Mode----- Client Initialization ---------- Initializing Renderer ----Trying to load "rddf2sp-vanilla_x86.dll" from "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData"...Mismatched REF_API_VERSION: expected 15, got 17Couldn't initialize refresh Ummm?
Tempust85 Posted April 23, 2017 Author Posted April 23, 2017 @@AshuraDX I'm not entirely sure what could be going on, @@SomaZ any ideas? @@minilogoguy18 It's trying to load a renderer dll that isn't there. Make sure you've grabbed the latest files. If you've already done that, then it's most likely an old opendf2.cfg issue and you'll need to delete it. opendf2.cfg saves which renderer dll you use.
minilogoguy18 Posted April 23, 2017 Posted April 23, 2017 Fixed, level 1 is unplayable currently with the lighting being setup for the vanilla render engine, I tried out Yun, crashed when he did the saber taunt where it twirls above the hand while off.
Tempust85 Posted April 24, 2017 Author Posted April 24, 2017 Interesting, I'll check that out. EDIT: He did that taunt a few times for me, and no crashes. So not sure what's going on.
minilogoguy18 Posted April 24, 2017 Posted April 24, 2017 Does the mod load anything from the standard base folder or just what's in the DF2 folder?
Tempust85 Posted April 24, 2017 Author Posted April 24, 2017 It does use base. I've coded the fs mod folder command to be DF2 by default, which is why I've done away with the shortcut.
SomaZ Posted April 24, 2017 Posted April 24, 2017 @@DT85 @@AshuraDX I have no idea, why this simply doesn't work. I'd say grab CMake and Visual Studio and compile it yourself. Then try to start it with debugging. Else there is a way to enable openjks full log with a shortcut parameter. Something like -loglevel 4 or something like that. I think Ensiform recomended it recently to another guy in the openjk forum. Maybe a quick search will lead you to that post. Tempust85 likes this
Tempust85 Posted May 1, 2017 Author Posted May 1, 2017 Updated: - Bryar_VM.pk3- df2gamex86.dll- opendf2_sp.x86.exe- rdsp-GL2_x86.dll Changes: - Bryar has the exponent removed from the shader.- Bryar animations have been updated with a new idle, and matching frame lengths to the player animations.- Bryar muzzle tag orientation fixed.- Merged in updates from SomaZ.- Numerous tweaks to Ghoul2 viewmodels, including potential fix for muzzle point being jutted out from the tag.- Fixed misc_model_ghoul, it now works with GL2. Level designers are now able to use this once again. Archangel35757 and minilogoguy18 like this
Tempust85 Posted May 18, 2017 Author Posted May 18, 2017 Updated: - 07yun_gl2.pk3- DF2_assets.pk3 Added: - DF2_textures.pk3- 11gorc_gl2.pk3 Changes: - moved the textures out of DF2_assets.pk3 to its own pk3- redone texture paths. Shaders are currently broken, but need to redo anyway for GL2- updated 07yun_gl2 with current texture paths- added 11gorc_gl2
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now