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Xycaleth

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Everything posted by Xycaleth

  1. How about using my exporter, @@DT85?
  2. @@DT85 I was thinking again about the UV seam thing. Which models that you have exported have the UV seams visible? Can you post a screenshot and upload the GLM file as well? All your old screenshots have disappeared and I can't see any UV seams on the Stormtrooper that you've sent me.
  3. /me resurrects this topic from the dead. So I had a quick chat with Rich today on IRC, and this is what happened:
  4. Try r_depthPrepass 0 as a possible temporary solution. I'll need to see if there's any workarounds for this and it seems like a driver bug.
  5. Here's the culprit R_CheckFBO: (_sunshadowmap) Framebuffer incomplete, no attachments attached R_CheckFBO: (_sunshadowmap) Framebuffer incomplete, no attachments attached R_CheckFBO: (_sunshadowmap) Framebuffer incomplete, no attachments attachedNot sure why it's saying that though, because there's no problems with that part of the code. Do you have the latest drivers for your card?
  6. Can you post the contents of your console after you start up OpenJK (with the rend2 renderer)? No need to start a map or anything. You should be able to use the /condump <filename> command in the console which gets written to your base/ folder. Also, what do you have the following cvars set to? r_depthPrepass r_ext_multisample r_ext_framebuffer_multisample r_postprocess EDIT: Looking at this: http://delphigl.de/glcapsviewer/gl_generatereport.php?reportID=539 It doesn't look like your card will be able to support rend2 (I changed the minimum required version of OpenGL to 3.2, but that report says your card only supports 2.1). But I'm still in seeing why your screenshot is weird, considering the functions I'm using are supported by your card.
  7. @@Boothand What graphics card do you have?
  8. Sounds a bit long winded but sounds like it should work (if my fix works)
  9. Quick change to the Trello board! You can now vote on each of the cards so I can get an idea of how I should prioritize the tasks @@DT85 @@Archangel35757 Regarding the UV seams, I have an idea for how to fix them now, but it won't be possible to fix it in the renderer. It will have to be fixed in my FBX to GLM converter as the smoothing group information is lost during the conversion process. Just to be clear though, if I'm right, then the problem is not because of the GLM format, it's because of the exporter/converter.
  10. If you're interested in how rend2 is going at a glance, check out the new Trello board I created for it: https://trello.com/b/wdwAvV3n/rend2

    1. scp_chaos1

      scp_chaos1

      hola hello hi

  11. Update... so SmileTheory (the guy behind the Quake3 rend2) spotted a small mistake in my normals calculations for Ghoul2 animated models, which I've now fixed. There shouldn't be any noticeable difference, but it was a bug nonetheless. I've also fixed problems with fog and dynamic glow (thanks to UniqueOne), as well as a bug in the cubemapping code which I introduced a few weeks ago and only just spotted. I've also set up a Trello board so people can see the progress of things in Rend2. You can see what I have planned, what I'm currently doing and what's already been done. https://trello.com/b/wdwAvV3n/rend2 I'll still be posting most updates here, but the trello board will let you see my progress on a single page.
  12. Should be able to - it's the same principle as rotating the model when you look around. Look for where that's done (possibly in cg_players.c?) and you should be half way there.
  13. Good to see it's finally fixed Hopefully you don't encounter any more major problems!
  14. I'm running out of ideas now, but I still want to see this problem resolved... Do you have an autoexec.cfg file in your base/ folder? Have you tried removing all files from your base/ folder except for the assets pk3 files?
  15. Which version of Jedi Academy do you have installed?
  16. If the model name was longer than the name of the .veh file then it wouldn't load the right model lol. I should be okay with just the Skiff for the moment as I haven't even gotten around to writing the new shaders for it yet. I went to bed straight after fixing this bug.
  17. It's a good thing I tried your model! It brought up another bug in OpenJK which I've just fixed
  18. Oh yeah, I forgot about that! Thanks @@AshuraDX
  19. Greeeen rain. Getting closer to finishing the rain stuff now. I'm drawing 200,000 (two hundred thousand) particles for the rain. Vanilla renders 500. And yes, I need to fix the jaggedy edges on the rain
  20. I'm still not sure what I can really do for UV seams :/
  21. Any model is fine. Preferably something simple without too much detail. I want to see how it looks if the majority of the detail comes from the texture maps.
  22. I'm holding off on the extras for now while I get weather working. What I need for the PBR stuff is some assets a simple model with a diffuse, specular, roughness and normal map. I suppose I could make something simple myself now I think about it.
  23. That should be +set logfile 2
  24. OpenJK writes all it's files to My Documents/My Games/OpenJK which is probably why you can't find the log file. Also, OpenJK works with any mod including base. You don't need to set fs_game to OpenJK.
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