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Everything posted by Xycaleth
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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.
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Hey, I didn't say what I wanted in the first post I'm still writing it
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I assume some people can see the images/videos just fine though. Unless I'm mistaken and people have been purposely quoting random HTML/JS for the past ages
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So this has been happening for a few months now, on my iPhone and more recently my PC. Media in quotes end up turning into plain visible HTML/JavaScript: I'm using Opera (whatever latest version is) on Win 8.1. Pls to fix? (The response in the screenshot seems appropriate for what I see too)
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Personally I like seeing the progression that modders went through to reach the final result
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I'd like the first post to at least point to what I'm roughly working on. I'll post again when I have the details figured out.
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Sorry for keeping everyone in the dark. I just needed some time away from rend2, and some space just to work on things without feeling like people were waiting on me. I started working on rend2 again (on and off) about two months ago. I didn't tell anyone (except for a few people) so I don't have people asking me to add feature X or feature Y all the time. It gets tiring, and I feel like I'm letting these people down because I feel like it's something I could add, but with so much to do, I don't know when or if I'll be able to get around to looking at it. I'm figuring things out as I go so a lot of what needs to be done, goes at snail's pace. Add to that the fact that I lose motivation to work on long projects fairly often, it can be a bit frustrating. Now I'm getting back to it, I want to just get the vanilla parity up to scratch. Surface sprites are mostly done, and I wanted to do fog and/or weather next (they're kind of intertwined). Here's the first screenshot of the year: Surface sprite density has been increased for testing, to see how it affects frame rate. And as a bonus, I have a new Nvidia 970 card now The dev tools from Nvidia appear to be much better than AMD's (from what I can see so far)
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I got it compiling for OSX. I don't know if it will compile under Linux.
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You know what's even easier? Drag and drop
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Possible solution to JA's terrible NPC way-pointing?
Xycaleth replied to Dusty's topic in Coding and Scripts
The path solver uses the waypoints to find a path... -
Possible solution to JA's terrible NPC way-pointing?
Xycaleth replied to Dusty's topic in Coding and Scripts
The alternative which games use is to create navigation meshes, which basically describe the walkable areas of a map. These are usually automatically generated, but some older games like Left 4 Dead 2 still require manual creation of these. I experimented with adding navigation meshes to JKA but didn't get as far as integrating it into the NPC's AI: The blue overlay you see there are the areas which NPCs can walk on. I had a version where stairs were covered too but I can't find that screenshot anymore. Anyway, this would give the NPCs a lot more freedom as to where it can travel on the map, and with very little input needed by the artist. -
The new build will have an updated version of SDL which handles the ^ key properly on German keyboards. I tried it out and you can type ^ in chat without problems now and without the console opening. The only remaining issue is that you can't open or close the console with that key at all A workaround I've found is to press Alt Gr and + (as if to type a ~). I'm not sure how people feel about this workaround though.
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By default JKA will start up with r_mode 4 (and it will also try to fall-back to this mode if it can't create a window). From what I can see though, the only available mode is '320x240' which would be mode 0. Perhaps you can try setting the mode on the command line? Something like this: ./openjk.arm +set r_mode 0I guess this is a corner case which hasn't been encountered yet.
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Ah he's back again welcome back
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I wonder how long before people realise this thread is 4 months old and that he hasn't visited since start of December
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There is no texture size limit imposed by JKA. Any limit will be by the graphics card hardware (and by extension the graphics driver). In general use the smallest texture size you can for the quality you want, and use as few textures as possible
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Out of interest, why was the console key stuff changed from shift + tilde? "That's the way ioq3 does it" isn't a good answer.
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Can neither confirm nor deny that progress is being made.
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Oh I see. There's a /broadsword command as well which controls rag doll.
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Broadsword is for rag doll, no?
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@@gort818 I've commented on your GitHub issue. I'll quote it here for convenience: The comment has links to each of the commits I've mentioned