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Posts posted by Xycaleth
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Your GPU should be well within the required spec for rend2. I'm pretty sure that any problems you have with it will be my mistakes
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Not sure how you're coming to that conclusion. The log doesn't mention anything about assets0.pk3. All the loading failed messages are what you'd see in a typical installation. You can try it out for yourself tooHmm... that actually makes sense. It seems for whatever reason the OpenJK binary can't read the contents of "assets0.pk3", which may easily be the real cause of the crash.
Cerez likes this -
OpenJK doesn't generate crash logs, it's more a dump of the console. You can get it to write out more information though. Start with this command:
openjk.x86.exe +set logfile 2 +set developer 2 +set cl_renderer rd-rend2
This will write every message to qconsole.log as they're generated (instead of the more efficient method of buffering up text for a while and then writing) and it will output all the developer messages too which might give us some more information.minilogoguy18 and Cerez like this -
Do you get any errors or does the window just disappear?
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rend2 already supports PBR to an extent. I just need to review it to make sure it's doing everything correctly.Are there any plans for PBR?
Not at the moment.Are there any maps etc that have rend2 features to test available?
SomaZ likes this -
Bullet points are broken on mobile site
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New build with dlights turned back on
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There's a few parameters that the game sets. Check tr_main.cpp
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Jamme isn't a fork of OpenJK, is it?
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Made first post clearer about what rend2 works with.
Tempust85 and Silverfang like this -
Saber lights is easier to say Not everyone knows what a dlight is.
To be more specific, any dynamic lights are disabled for now. Should be back in my next update.
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Builds are available here: http://gandalf.acslo.com/rend2/
Lights from sabers are disabled atm, and shadows are potentially broken. Mirrors are also not working.
Usage instructions are in my first post
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Possibly, but that sounds like a different issue though. I've fixed the one I mentioned in my previous post so I'll provide a link + instructions later on today
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I should have automatically uploaded builds up and running by tomorrow evening. Seems I've introduced a major bug which messes up rendering pretty seriously so the first build would be pretty useless but once that's fixed, new builds will be available daily if I've made any changes.
Archangel35757, Omicron, ChalklYne and 3 others like this -
What graphics card do you have?Remember when I said I was testing out rend2 on MBII and i had some FPS woes? Well, I've narrowed it down to just one thing - shadow map size. If set @ 512x, I get decent FPS. So it's probably just my video card isn't good enough to display higher resolution shadow maps in this game.
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Yeah, those cvars only make your gun appear to sway as you run. All it's doing is moving the position of where it's drawn in first person. The aiming isn't affected at all. It wouldn't make sense to apply it to third person because the gun is attached to the player which doesn't move
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First post updated again set up instructions might have to come in the next few days. I was hoping to have set up something which deploys builds for me every night but its going to take longer than i thought it would.
Tempust85 and minilogoguy18 like this -
@@Xycaleth I'd have a few models to offer once you need them, just drop me a pm and I'll wrap everything up for you
Awesome, will do
I could at least test, LMK what I need to get started. I have at least 1 model finished that should work with rend2, the AT-ST.
I'll be adding set up instructions some time today so stay tuned.
minilogoguy18 and Tempust85 like this -
First post updated
Tempust85, dark_apprentice, SomaZ and 2 others like this -
Rend2 doesn't automagically make everything HD. That's up to the texture artists.Hey, just saw the old thread and all stuff in it. That is some really amazing stuff. I decided to give it a try to the MP of JKA, so I used the Installation tutorial by Cerez for installing OpenJK (for Windows). But what do i have to do else, in order to achive this good looking HD effect and good new shader as shown in this image:
Tempust85 and dark_apprentice like this -
Models baked into the map (misc_models) won't have LODs baked in as well. The BSP format doesn't support such a thing. The only way you can get LODs is by using misc_model_static.
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LibGL is the OpenGL driver. The ES version would be called libGLESv1_CM (if I recall correctly).
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Original thread: https://jkhub.org/topic/2804-rd-rend2-old-thread/
What is rend2?
It's no secret that JKA is over 13 years old and arguably the graphics haven't aged well, compared to recently released games. With graphics having come so far in the past decade, and with JKA's engine source code now available, it would be a shame if nobody at least tried to bring something new to JKA's rendering engine
Rend2 is an attempt at this, and brings with it better utilisation of your graphics card for better and increased FPS. More importantly, it makes use of a variety of newer rendering techniques such as real-time dynamic shadows and lighting, normal mapping and specular mapping. Another big feature is physically based rendering: a relatively new feature in games that allows artists to create more realistic materials.
So if you love shiny graphics then hopefully this can be something that will appeal to you It adds some extra depth to an otherwise ageing game. It does mean though that you will need a graphics card that was made in the last 6 years! Even if graphics don't matter to you, rend2 gives more stable and increased FPS to give the game a smoother feel.
Where can I download it?
Currently, only Windows builds for multiplayer are available. Downloads are available from: https://github.com/SomaZ/OpenJK/releases
To run rend2:
- Download the latest version of OpenJK (https://builds.openjk.org) or use the existing build that comes with the rend2 download
- Extract rd-rend2_x86.dll from the ZIP file into your GameData folder if necessary
- Start OpenJK
- In the console, enter (without quotes) '/cl_renderer rd-rend2; vid_restart'
- Enjoy!
Please keep in mind that rend2 is still very heavily WIP and many things can and will change still before it's finished.
What does rend2 have so far?
Complete
- Normal mapping
- Specular mapping
- Parallax mapping
- HDR + filmic tonemapping
- Multisampled Antialiasing
- Improved texture compression support
Working, but still in progress
- Real-time lighting
- Real-time sun shadows
- Image-based lighting
TODO
- Feature parity with the vanilla renderer - surface sprites, fog, flares, misc_bsp, ghoul2 marks.
Full list of things to do, including bugs and performance improvements can be found here: https://github.com/xycaleth/OpenJK/issues
How can I help?
@SomaZ is currently the sole developer for rend2, but I’m sure he would appreciate any help. Whether that be with coding, making examples for others to follow or for him to test features, or even just reporting bugs in this topic!
Making examples
For examples, this could range from writing some basic materials along with their textures, to creating maps to show off what rend2 can do. These examples would also be used to test rend2 performance and to make sure nothing is broken after any changes to the code.
Coding
For coding, I would recommend you know computer graphics well enough to implement some basic algorithms on their own (e.g. shadow maps, some post-processing effects). If you are able to do this in Direct3D, then learning OpenGL should be reasonably easy. Unfortunately I don't have the time or inclination to teach graphics to every coder that comes my way. If you think you are able to help, you can find the latest rend2 code in this fork of OpenJK:
https://github.com/SomaZ/OpenJK/
All rend2 work is being done in the ‘rend2’ branch.
Sir Crusher, minilogoguy18, Yberion and 22 others like this -
Hey, I didn't say what I wanted in the first post I'm still writing it
MP crashing at startup!
in OpenJK
Posted
Can you check if your driver is trying to force triple buffering? The error message means your GPU is still rendering things from 2 frames ago because it hasn't caught up yet.