SomaZ Posted March 12, 2017 Posted March 12, 2017 Shadow cascading works fine. I only uploaded the final code. You need to change the cvars accordingly. The new standard values work fine. There is no mess. @Arch I meant, you can get the latest version right now via the DF2 test build. DT uploaded it somewhere if I recall correctly. Tempust85 and Archangel35757 like this
Almightygir Posted March 13, 2017 Posted March 13, 2017 That was talked about before but not really pursued, any reason? Because Marmoset Toolbag exists SomaZ and AshuraDX like this
AshuraDX Posted March 13, 2017 Posted March 13, 2017 Because Marmoset Toolbag exists But Marmoset won't run JKA animations minilogoguy18 likes this
minilogoguy18 Posted March 13, 2017 Posted March 13, 2017 ^This. An update to ModView would be best because of all the Ghoul2 specific features. Archangel35757 likes this
Archangel35757 Posted March 13, 2017 Posted March 13, 2017 ^This. An update to ModView would be best because of all the Ghoul2 specific features.Plus we can add MD3 support to ModView. minilogoguy18 likes this
Tempust85 Posted March 13, 2017 Author Posted March 13, 2017 Maybe @@Xycaleth could have a crack at this, with his qt modview. minilogoguy18 likes this
minilogoguy18 Posted March 13, 2017 Posted March 13, 2017 Plus we can add MD3 support to ModView.Would it also be possible to add the MD3->GLM feature that MD3View has? I always used to find it useful for weapons to just load the MD3 world/view model then convert to GLM.
Archangel35757 Posted March 14, 2017 Posted March 14, 2017 Would it also be possible to add the MD3->GLM feature that MD3View has? I always used to find it useful for weapons to just load the MD3 world/view model then convert to GLM. Yes, this should be possible because I have the MD3View source code (it's floating out there in internet-- not sure if download links are still valid these days... but I have the source code archived). minilogoguy18 likes this
Almightygir Posted March 14, 2017 Posted March 14, 2017 But Marmoset won't run JKA animations toolbag 3 supports animations via geocaching, so while it won't natively run the animations, if you export the mesh + whatever test animation as fbx or alembic, you can view them in toolbag. that said, viewing animations is to see how a mesh deforms, not how a texture looks. if you want a solid PBR renderer to look at things before exporting to engine, that's what it's for. it's specifically designed to be middleware for pre-vis and lookdev while working in the iteration stages. oh and because it bakes textures (in realtime!!!!!!!!!!!) it's fucking awesome. anyway, all i'm saying is: updating a renderer is no trivial thing. and since there is already a previs tool that exists, it's a low priority (in my personal opinion as a member of the public).
Archangel35757 Posted March 14, 2017 Posted March 14, 2017 Hm, the list for gl2 in my head is quite long. Never thought of mwhats after finishing it, cause it will take alot of time. Pushing gl2 into modview sounds most reasonable. SomaZ,Can you refresh my memory on what all the new features are for the DF2 Rend2 Renderer? Including improvements/fixes you have made over the OpenJK Rend2 baseline (besides the obvious port to SP)? Have your improvements been pushed back to @@Xycaleth's version? Also, what is your short-term roadmap and long-term feature goals? Thanks! Keep up the great work!
AshuraDX Posted March 14, 2017 Posted March 14, 2017 toolbag 3 supports animations via geocaching, so while it won't natively run the animations, if you export the mesh + whatever test animation as fbx or alembic, you can view them in toolbag. that said, viewing animations is to see how a mesh deforms, not how a texture looks. if you want a solid PBR renderer to look at things before exporting to engine, that's what it's for. it's specifically designed to be middleware for pre-vis and lookdev while working in the iteration stages. oh and because it bakes textures (in realtime!!!!!!!!!!!) it's fucking awesome. anyway, all i'm saying is: updating a renderer is no trivial thing. and since there is already a previs tool that exists, it's a low priority (in my personal opinion as a member of the public).Neat, is Toolbag 3 out yet? Edit: I need it.Gonna buy it with my next paycheck.
Archangel35757 Posted March 14, 2017 Posted March 14, 2017 @@Almightygir, @@Psyk0Sith - wouldn't the viewer in xNormal also work as a previz tool to examine its resulting baked maps?
minilogoguy18 Posted March 14, 2017 Posted March 14, 2017 My main thing is this, I want to view the models as they would look in game to reduce the need to fire up the game to see how things will look. Marmoset costs money, updating the tools we have is free, time consuming but free. I'll probably fondle more with either integrating the render engine into an XSI viewport to make a .fx shader that mimics the games shader. Archangel35757 likes this
Almightygir Posted March 15, 2017 Posted March 15, 2017 Question: Do you guys have a discord/slack channel that i can hang out in?
SomaZ Posted March 15, 2017 Posted March 15, 2017 https://discordapp.com/channels/200934142278369281 I pop in from time to time. Though we could use a separate channel to chat. Oh Arch,I will make a list, when I got some time. I'm very busy right now. (work and stuff) Archangel35757 likes this
minilogoguy18 Posted March 15, 2017 Posted March 15, 2017 We need our own discord channel much like how JKG has.
Almightygir Posted March 16, 2017 Posted March 16, 2017 https://discordapp.com/channels/200934142278369281 I pop in from time to time. Though we could use a separate channel to chat. Oh Arch,I will make a list, when I got some time. I'm very busy right now. (work and stuff) That didn't link to anything =[
SomaZ Posted March 16, 2017 Posted March 16, 2017 That didn't link to anything =[https://discord.gg/gFKwH85this one?
Almightygir Posted March 17, 2017 Posted March 17, 2017 perfect. i'll begin trolling immediately. Tempust85, Archangel35757, minilogoguy18 and 1 other like this
Archangel35757 Posted March 24, 2017 Posted March 24, 2017 @@SomaZ - what is the FPS you are getting with your latest DF2-Rend2 build? Isn't there a command to display the FPS in the upper right corner?
Tempust85 Posted March 24, 2017 Author Posted March 24, 2017 cg_drawfps or cg_showfps Can't remember, not at my PC.
SomaZ Posted April 4, 2017 Posted April 4, 2017 Weather! This apperently broke a lot (I did to be exact ). Need to fix up all the stuff. But it works. Edit: Tempust85, minilogoguy18, Ramikad and 2 others like this
Archangel35757 Posted April 4, 2017 Posted April 4, 2017 when I zoom in on the aayla player... her silohuette looks aliased, and the shadowing looks aliased/pixelated/fuzzy.
SomaZ Posted April 4, 2017 Posted April 4, 2017 when I zoom in on the aayla player... her silohuette looks aliased, and the shadowing looks aliased/pixelated/fuzzy.It has always been this way.
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