Jump to content

Xycaleth

Members
  • Posts

    1,458
  • Joined

  • Last visited

Everything posted by Xycaleth

  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. They're pretty much the same thing.
  7. I was going to do dynamic glow next. It's pretty easy to do.
  8. 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.
  9. 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
  10. One more problem down! Before: After: All that's left to tackle now (regarding lightmaps), is this weird stuff:
  11. Almost fixed the problem. Just a last few things to sort out:
  12. Why not try it with and without and see how people find it?
  13. It's broken eez. I need to fix it in the code.
  14. That doesn't fix everything @@eezstreet
  15. 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
  16. That looks amazing What map is that?
  17. @@DT85 Parallax mapping on non-map surfaces is fixed now. It doesn't look particularly great though lol.
  18. 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.
  19. View model?
  20. 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.
  21. 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
  22. 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.
  23. Looks great @@Szico VII I'll have a look at what's up with the specular and parallax next.
  24. All in good time
  25. For normalparallax, you have a single texture, where the regular normal map goes in the RGB channels, and then a height map for the parallax effect in the A channel. You'd need to save it as a TGA or PNG image. I linked you this page in PM, but I'll link it again for anyone else to find: https://github.com/ioquake/ioq3/blob/master/opengl2-readme.txt This covers all the new shader syntax.
×
×
  • Create New...