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Posts posted by Xycaleth
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Bumpmapping on maps doesn't take up any space.
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Lighting intensifies:
I'll explain what I'm up to I suppose I'm hoping to write a faster lightmap generator, as a Q3Map2 light stage replacement. It's something that I've wanted to do for a long time now, and it lets me stretch my knowledge a bit further into areas I've not really looked at before. But you ask, how does this fit into rend2? Well the issue is that Q3Map2 bakes the direct lighting into the lightmap - this is a problem with rend2 because it means you'll get inconsistencies where extra shadows or lighting are added as you'll clearly see what's lightmap and what's not. This new lightmap generator will optionally output only indirect lighting (light contributions which have bounced off a map surface at least once), as well as produce the conventional lightmaps that BSP stores internally. With an indirect lighting only lightmap, adding the real time lighting/shadows will look natural.
It's a sideways step to completing rend2, but it's something I've really been wanting to try and do. It won't be able to work with maps where you don't have .map file, but I can imagine something where you can specify light locations and it can make use of these as light sources.
SomaZ, minilogoguy18, Boothand and 2 others like this -
I'm still trying to understand the crash a bit better. Have you identified which menu is crashing the game? Can you post the menu here?
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How many loadMenus do you have in your jampmenus.txt file?
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The MAX_MENUITEMS is per menu. So you can have up to 512 items per menu. Go over and it will silently stop adding them. Same with menus. If you go over the menu limit then it will silently stop parsing them.
At no point should it crash because of going over the limit.
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Why do you have so many menus? Asking out of curiosity
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It's possible but it would be specific to the OpenJK mod. Not all mods would be able to use it.
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I'll just leave this here...
SomaZ, Futuza and minilogoguy18 like this -
You need to put your name in quotes if you want spaces
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Well it's not wrong what's the whole error message?
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Oh, then this is in the wrong forum. Should go to the coding forum Can a mod move it please?
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No. OpenJK focuses on improving the engine while keeping compatibility; it's not for improving/changing the gameplay.
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I can answer questions about the MD3 format if you need some help with it.
Tempust85 likes this -
I'm not sure you can use surfaceparms on non-map surfaces. You'll have to try it to see if it works.
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What do you mean by "tracing shaders"?
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@@AshuraDX Would you mind sending me textures for your clone trooper created with a metallic workflow? I want to test something out
Tempust85, Archangel35757, AshuraDX and 1 other like this -
The specular map still doesn't look right! And it looks more like plastic now than it did before
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That's pretty cool. I always thought it looked like an office
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Maybe you want to look into having a gla per animation. Then have some sort of mapping in a config file from animation name to file per model. I think something like that would be much more flexible than having everything in a monolithic file?
Or, to keep the existing gla file, let each model define some overrides per animation and then each new animation could be in its own file. So, say you add a new sit animation for Jedi model, you would have a new gla file with just the new sit animation and a config file saying what you're overriding.
I think it's pretty much what eez mentioned now I read his post again...
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You need a developer license to get it in the App Store
Geometric Shaders
in Modding Assistance
Posted
More time doesn't mean more space It would take more time because it needs to read from the normal map texture, but the size of your BSP would be the same as if you didn't use bumpmapping.