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Rend2 - A Modern Renderer


Xycaleth

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Posted

I don't think @zOrg realizes that this entire community is aware of that project of JK2 in Unreal. The huge problem is that first of all, it's not a playable game and it never will be. The guy just took the games models and animations to make movies using Unreal matinee which is sorta like a cutscene maker.

 

It'd be much better to upgrade this engine rather than try to build this game from the ground up from scratch.

Posted

@zOrg - no one is stopping you-- go ahead & knock yourself out... but don't poo-poo or vomit all over the good, hard work that people are doing to upgrade this engine!

 

Edit: Plus these kind of comments, like yours above, can be demoralizing... have you ever considered that?

 

Keep up the great work @@Xycaleth!

Calm your tits down, it was just an example.

Posted

Rend2 eh? Pales in a mile in comparison with THIS: 

https://www.youtube.com/watch?v=DWYvTeBonRA

Its not the improved shaders people want nowadays, but a fluent life-like animations.

They're the same animations from JKA....they just tweened them with other animations and adjusted the easing. That's it. And I take issue in particular with the animations because they're very jerky and unprofessional IMO.

 

This whole attitude of "rend2 eh? it won't ever be as good as X" is really toxic imo and it's what drives a lot of people away. People like you are why I hesitate in modding this game.

Posted

It was never my intention for rend2 to make JKA look as good as X or Y. It just provides the ability for artists to create something closer to what you can get in these games :) 90% of what makes a game look good is the art, and i can definitely say I'm not an artist!

minilogoguy18, zOrg and eezstreet like this
Posted

On the WIP shelf along with moonbase :P I needed a model (statue) to continue with the bioshock one and couldnt find an appropriate one alas

Posted

On the WIP shelf along with moonbase :P I needed a model (statue) to continue with the bioshock one and couldnt find an appropriate one alas

Your Bioshock map was completely indoors right? :D
Posted

@@Szico VII I know you took a break for a bit but I hope the recent development of Rend2 will persuade you back because your Moonbase Labs map was looking amazing with the much older version of Rend2. Reminded me a lot of Doom 3.

Boothand likes this
Posted

@@Szico VII I know you took a break for a bit but I hope the recent development of Rend2 will persuade you back because your Moonbase Labs map was looking amazing with the much older version of Rend2. Reminded me a lot of Doom 3.

 

Because thats where moonbase labs is inspired from basically lol.

Posted

On the WIP shelf along with moonbase :P I needed a model (statue) to continue with the bioshock one and couldnt find an appropriate one alas

what kind of statue model and format MD3 or what?

Posted

Your Bioshock map was completely indoors right? :D

 

Yes but only used shader lighting :P

I meant I can make a small one quickly with entity lighting for a testbed

what kind of statue model and format MD3 or what?

https://www.youtube.com/watch?v=2f6YDYPkVHU

 

The two statues at 1:00 (either side) and the big guy at 1:42 (in md3)

And the angel things in the screenshot

Posted

Yes but only used shader lighting :P

I meant I can make a small one quickly with entity lighting for a testbed

Ah! If you wouldn't mind that would be great, thanks :D
Posted

A duel sized map would be good, or maybe a connected set of duel sized rooms, with some "interesting" lighting and colours? By interesting I mean there should be some structures to cast shadows (e.g light behind a set of jail-like bars), a wall with vibrant colours so I can test colour bleeding. I think best thing to do would be to create the map as if you were going to use shader lights but put point lights in lieu. That way I can use the same map when I add support for shader lights.

Posted

I've changed the rendering algorithm I use because I couldn't get my head around the previous one. This one's much simpler, and much easier to tune for quality.

 

test3.png

 

minilogoguy18 and SomaZ like this
Posted

I lowered the lighting levels to match more closely what it looks like with q3map2 and the graininess will go away as you increase the quality. I didn't have the time to wait for it to remove all the graininess so I settled with what I had :) Here's another render using @@Circa's map:

test4.png

I don't know why it's backwards (the door should be on the left) :P I'll look at fixing that later.

 

Also...the shadows won't be as sharp when they're actually turned into lightmaps. These are literally renders of the map from my program.

Circa and DarthStiv like this
Posted

I tried the newest rend2 yesterday and it made all the lighting incredibly grainy - didnt look at all the same as when I last used it

Posted

Could you post a screenshot? I haven't made changes to rend2 for a while. Where did you download the latest rend2 from?

Posted

This happend after the big pause last year. So, the first new push broke it somehow. It's like the normal mapping generates to much shadow (or the old code doesnt at all). I think thats what Szico means with grainy?

Posted

There used to be a problem where all shadows looked grainy but I fixed that. There's an going issue where the edges of the shadows look grainy which I still need to fix but it's generally not noticeable.

Posted

This is what I'm talking about. It may be unrelated to the problem Szico is talking about.

 

lzWP1qj.jpg

 

 

Posted

those are some damn deep cavities there, I'd suspect that to be a problem with the automatically generated normal map

@@Xycaleth maybe you could introduce a 1px blur for the normal generation to avoid these overly sharp details

Posted

Shadows have a grainy edge and is more noticable when at a distance or at a lowered shadow resolution. From what I remember though, it's the same in ioquake3.

 

 

EDIT:

 

@@Xycaleth

 

Will the new lightmap generator also allow for custom shadow sizing on certain brushes like q3map2?

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