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Posts posted by Xycaleth
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I was going to do dynamic glow next. It's pretty easy to do.
Szico VII likes this -
but what does ffa3 look like?
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.
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Weather, surface sprites, fog and dynamic glow. And there's a few tiny things that need fixing in the ghoul2 stuff.So after the lightmaps, what else is left to fix?
Once that's done, performance improvements
Tempust85 likes this -
One more problem down!
Before:
After:
All that's left to tackle now (regarding lightmaps), is this weird stuff:
minilogoguy18 and Tempust85 like this -
Almost fixed the problem. Just a last few things to sort out:
Szico VII likes this -
Why not try it with and without and see how people find it?
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It's broken eez. I need to fix it in the code.
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That doesn't fix everything @@eezstreet
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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
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That looks amazing What map is that?
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@@DT85 Parallax mapping on non-map surfaces is fixed now. It doesn't look particularly great though lol.
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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.
eezstreet likes this -
View model?
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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.
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Pssst.....bloom Parrallax appears to be working fine?
Great work so far though - really thankful you pinpointed the crash error.
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
Tempust85 likes this -
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.
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Looks great @@Szico VII I'll have a look at what's up with the specular and parallax next.
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All in good time
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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.
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Didn't even know this thread existed Dynamic glow will be added back in at some point (keep in mind rend2 is heavily WIP still). Bloom doesn't exist in rend2, but I plan on adding it some way down the line.
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Check your inbox @@Szico VII!
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Well, it only took a few minutes to update rend2 in the end which I managed to quickly do before work. I'll be sending you an updated version tonight, @@Szico VII
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@@Szico VII I've fixed the problem with the default renderer (same problem happens there, given the same circumstances). I'll be making the fixes to rend2 over the next few days
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@@eezstreet Nope, entirely different; the fix I'm making will need a lot of major work in the SP renderer.
rd-rend2 (old thread)
in OpenJK
Posted
They're pretty much the same thing.