Tempust85 Posted February 26, 2018 Posted February 26, 2018 Rend2 is actively worked on for SP, with changes ported to MP later on. The Punisher, RecklessJames and dg1995 like this
RecklessJames Posted February 28, 2018 Posted February 28, 2018 Oh it is? Interesting... its there anymore information where I can read about that? I couldn't find that in this thread, except for a download link aimed only for developers.
Tempust85 Posted February 28, 2018 Posted February 28, 2018 Just keep track of DF2 Mod's forums and the JK Community discord.
RecklessJames Posted February 28, 2018 Posted February 28, 2018 Ah I see! That's funny you said that cause coincidentally I joined the Discord only a few hours ago haha. That's good to know, I'll keep note of that from now on.
Monsterovich Posted March 6, 2018 Posted March 6, 2018 Well, it just doesn't run because shader can't be compiled.https://pastebin.com/5csbaW8j
Xycaleth Posted March 7, 2018 Author Posted March 7, 2018 That looks pretty wrong! Parts of the shader are missing, looking at the log. Where did you download rend2 from or did you compile it yourself?
StormEagle Posted March 23, 2018 Posted March 23, 2018 The download link is broken. Has it been taken down? Nevermind, I heard that it's going to be released with OpenJK.
Monsterovich Posted May 22, 2018 Posted May 22, 2018 That looks pretty wrong! Parts of the shader are missing, looking at the log. Where did you download rend2 from or did you compile it yourself?From here: https://github.com/xycaleth/OpenJK/tree/rend2/ and I got this error:https://pastebin.com/xELWXuYM P.S. Nvm look out here: https://github.com/xycaleth/OpenJK/pull/60
Xycaleth Posted May 23, 2018 Author Posted May 23, 2018 From here: https://github.com/xycaleth/OpenJK/tree/rend2/ and I got this error:https://pastebin.com/xELWXuYM P.S. Nvm look out here: https://github.com/xycaleth/OpenJK/pull/60 Looks like something went wrong with the shader parsing. Line 387 in your paste bin is actually the end of the shader. I probably forgot a null terminator somewhere. Thanks for the PR. There's a lot of things I disagree with there unfortunately, but I'll comment on it GitHub
Xycaleth Posted May 23, 2018 Author Posted May 23, 2018 My builds page is back up.. I did some maintenance work on my VPS a while ago and accidentally broke it. Just fixed it now. http://gandalf.acslo.com/rend2/ SomaZ and Smoo like this
ByRoT Posted June 12, 2019 Posted June 12, 2019 Hy guys! Rend2 work only MP, or its work with SP in 2019?I saw on youtube from a 2019 video that the videomaker play single player Jedi Academy with Rend2 awsome graphic.Have it a final version of Rend2 MOD for JA?In my opinion, if this will be combine with KOTF 2.1, that game would be the best SW game!!! Droidy365 likes this
GPChannel Posted June 25, 2019 Posted June 25, 2019 Hi guys Possible to get the rend2 with OpenJk?Want to make a remastered jk just for me and for walktrough and i really want to use that graphic update.Possible? Droidy365 likes this
tihivag Posted September 13, 2019 Posted September 13, 2019 Has anyone found an automated way of converting PBR to DiffSpec?
SomaZ Posted September 16, 2019 Posted September 16, 2019 Has anyone found an automated way of converting PBR to DiffSpec? I created a substance that works with substance player if you want to pack materials for rend2. If you need any help with it, ask me. https://www.dropbox.com/s/0csgk4kh7grdkvt/rend2_mat_packer.sbsar?dl=0 Rend2 btw uses either metal roughness pbr materials or specular gloss pbr materials. The vanilla way of defining specular works but is not pbr'ish tihivag likes this
tihivag Posted September 17, 2019 Posted September 17, 2019 Thank you! I'll definitely take a look. I don't have Substance, but I think I can get a trial just to try this out and understand the algorithm. Again, thanks for the attention and for sharing this!
SomaZ Posted September 18, 2019 Posted September 18, 2019 Substance Player is free (if you register on their website...)I think I've seen another older substance player version on another website without registration. But I've no idea if this works together with my substance.
DLT-19 Posted September 18, 2019 Posted September 18, 2019 Hi,I'm a new member here and I'd like to join your modding community. The idea of refurbishing old JK engine excites me a lot. I'm quite acquainted with c++ too. I also wonder if one could, for example, implement shaders from doom 3 engine into openjk rend2? (both I'd tech 4 and ioquake 3 have the same creators so it can be assumed that they share similarities both in structure and coding style). Also I've compiled openjk rend2 (df2 version) recently and I'd like to know if there are some interesting maps to test improved shaders, pbr textures, normal maps etc. I've seen videos on YouTube of splendid maps being tested by MaximumMurks and Andriy Kos and I wonder if it's posted somewhere so one can download it and test it? Droidy365 likes this
SomaZ Posted September 18, 2019 Posted September 18, 2019 Hi,I'm a new member here and I'd like to join your modding community. The idea of refurbishing old JK engine excites me a lot. I'm quite acquainted with c++ too. I also wonder if one could, for example, implement shaders from doom 3 engine into openjk rend2? (both I'd tech 4 and ioquake 3 have the same creators so it can be assumed that they share similarities both in structure and coding style). Also I've compiled openjk rend2 (df2 version) recently and I'd like to know if there are some interesting maps to test improved shaders, pbr textures, normal maps etc. I've seen videos on YouTube of splendid maps being tested by MaximumMurks and Andriy Kos and I wonder if it's posted somewhere so one can download it and test it?Hey DLT-19, welcome to the Hub! I could send you some maps to test if you want to. I dont really see the point in implementing doom shaders, but maybe theres a valid reason I dont know yet. Maybe write me on discord if you have an account there. Makes it a bit easier than writing on the forums. P.s. MaximumMurks is actually my youtube account.
DLT-19 Posted September 18, 2019 Posted September 18, 2019 Thank you for your reply! I would be glad if you sent me couple of interesting maps (especially those with realistic, metallic textures like this one: https://www.youtube.com/watch?v=4fbtzbtcIrw&t=26s ) so I could test it myself. As to answer my first question (regarding doom 3 engine): I thought it would be awesome to implement doom-like dynamic lights and shadows into openjk as it would make game's graphics more realistic and modern (especially making fireing blasters look cool and lightsabers tii, like in movies. The recent Battlefront has those cool graphical features). I'd also like to ask if the discord link is still the same as one posted somewhere on jkhub?
ByRoT Posted November 23, 2019 Posted November 23, 2019 Hy guys! I downloaded the latest OpenJK version + the latest rend2 from the first page links. In MP i wrote to the consol cl_renderer rd-rend2; vid_restart, after restart i dont see anything change in the grapichs, whats the wrong? And i try rend2 on single player, after vid_restart command the game quit... rend2 not work to single player? Thank the answer and the help!
Merek Posted November 25, 2019 Posted November 25, 2019 I use this mod for MP (don't think it works for SP)https://jkhub.org/files/file/2382-dt-rend2-setup-menu Smoo likes this
DarthSavilex Posted February 24, 2020 Posted February 24, 2020 I know this has been posted alot here but i haven't found any official answer to this Is it SP compatible and if so how do i run it? Smoo likes this
Bad Dancer Posted May 2, 2022 Posted May 2, 2022 Hello everybody! parallaxmap and specularmap is not working.( please tell me what i do wrong textures/korriban/k_ceiling { qer_editorimage textures/korriban/k_ceiling.jpg { map textures/korriban/k_ceiling.jpg } { stage normalparallaxmap map textures/korriban/k_ceiling_n.tga } { stage specularmap map textures/korriban/k_ceiling_s } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO } } https://drive.google.com/drive/folders/1XOosx0AnxPqIgD0i5GiyYKnZyutXbKgd?usp=sharing https://drive.google.com/file/d/1uqxq6dBOGhIF02ocjYCsp6Kv_UAivDWq/view?usp=sharing r_normalmapping 1 r_parallaxmapping 1 r_specularmapping 1
SomaZ Posted May 3, 2022 Posted May 3, 2022 The stage qualifiers are gone for a while now. Using .mtr files require .shader files of the same name to be in place. Your file extension is .mat which is not supported. Corrected shader looks like this textures/korriban/k_ceiling { qer_editorimage textures/korriban/k_ceiling.jpg { map textures/korriban/k_ceiling.jpg normalHeightMap textures/korriban/k_ceiling_n.tga // normalMap for images without parallax height in the alpha channel // if you use a packed material definition // rmoMap is packed roughness, metalness, ambient occlusion in red, green, blue channels rmoMap textures/korriban/k_ceiling_s0.tga // if you have a specular texture with glossiness in the alpha channel use: // specMap textures/korriban/k_ceiling_s0.tga } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO } } More info on the rend2 shaders can be found here. The liquid shader is not implemented in rend2 though. Bad Dancer likes this
Bad Dancer Posted May 5, 2022 Posted May 5, 2022 Hi Somaz! Thank you! It's working.) I want to make materials for many textures and improve textures. But it is very difficult to find a shader file for many textures. For example, I did not find a shader for this floor texture. https://drive.google.com/file/d/1ChIUp-V1WI0pfr2pFGmpjblOpL6GEFPE/view?usp=sharing Is there a way to quickly find the location of the shader for a texture?
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