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Xycaleth

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Everything posted by Xycaleth

  1. When the Jedi Academy source code was released April last year, a few people (including me) got together to clean it up and improve it. This project is known as OpenJK. We've taken some hints from ioquake3 (a similar project to OpenJK but for Quake 3) and in the process added a feature to swap out graphics engines while playing. The original graphics engine which comes with JKA is still there, but we're also working on rend2 (also from ioquake3), which is an alternative graphics engine that provides more modern-day rendering techniques but requires higher computer specs. So in short, rend2 is another graphics engine for JKA which will make it look better.
  2. Strange, rend2 shouldn't be using OpenGL features that the card doesn't support. The minimum version required is OpenGL 2.0 (the GLSL version is added at runtime depending on the GL version available). Might have been a driver bug
  3. Yeah you want to make a separate thread the normal maps you're having problems with are used only by q3map2 and the shading is baked into the lightmap.
  4. Okay, back from weekend away, got ill in the process, but I'm ready to continue work on this again Stay tuned over the next few days.
  5. Won't be able to work on this for the rest of the week unfortunately as I'm busy with sorting out a weekend trip.
  6. In the end I'll incorporate the parts of the screen which have picked by the artist to use dynamic glow with the parts picked by the renderer to have bloom applied and it'll look are shiny etc etc.
  7. They're pretty much the same thing.
  8. I was going to do dynamic glow next. It's pretty easy to do.
  9. Not sure why, but ffa3 has never looked wrong for me: But that does remind me, I also need to fix problems with the light grid not lighting entities properly. Players always seem to look a lot darker in rend2 compared to the vanilla renderer.
  10. Weather, surface sprites, fog and dynamic glow. And there's a few tiny things that need fixing in the ghoul2 stuff. Once that's done, performance improvements
  11. One more problem down! Before: After: All that's left to tackle now (regarding lightmaps), is this weird stuff:
  12. Almost fixed the problem. Just a last few things to sort out:
  13. Why not try it with and without and see how people find it?
  14. It's broken eez. I need to fix it in the code.
  15. That doesn't fix everything @@eezstreet
  16. What do you mean by break? I've found that a lot of shaders turn up white, or use completely the wrong lightmap, on large maps (such as atlantica). I've been tackling this bug for a while now
  17. That looks amazing What map is that?
  18. @@DT85 Parallax mapping on non-map surfaces is fixed now. It doesn't look particularly great though lol.
  19. Rendering with tonemapping won't really do anything without HDR values. There are no HDR values in ordinary maps compiled with q3map2 - it will require q3map2 to spit out HDR lightmaps and stuff.
  20. View model?
  21. Nope. The code looked okay to me. Have you tried printing the values out to see if you get same values? They should be in the 0-1 range.
  22. Parallax doesn't work on non-map surfaces according to @@DT85. Hopefully with a few people flexing the new features in rend2 we can iron out the bugs a little faster
  23. Like eez said, any ghoul 2 and md3 models can use LODs. If you're placing the md3 in a map you'll need to add it as a misc_model_static otherwise the model geometry gets 'baked' into the bsp file (and therefore no LODs). Keep in mind as well that LODs for md3s are stored as separate files.
  24. Looks great @@Szico VII I'll have a look at what's up with the specular and parallax next.
  25. All in good time
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