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dvg94

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Everything posted by dvg94

  1. Anyway, I used a build that was made around the time rend2 was last updated, and it now works fine!
  2. Having trouble loading up rend2 in mp --- ambient sound initialization --- Sound memory manager started VM_Create: uix86.dll failed! VM_CreateLegacy: uix86.dll succeeded ^3menu file not found: ui/mb_menus.txt, using default --- Common Initialization Complete --- Winsock Initialized Hostname: Daan-PC IP: 192.168.178.18 Opening IP socket: localhost:29070 ]cl_renderer rd-rend2; vid_restart cl_renderer will be changed upon restarting. ----- Initializing Renderer ---- Trying to load "rd-rend2_x86.dll" from "C:\GOG Games\Star Wars Jedi Knight - Jedi Academy\GameData"... Mismatched REF_API_VERSION: expected 8, got 9 Closing SDL audio device... SDL audio device shut down. Couldn't initialize refresh Can you guys help me?
  3. I have only really used the template that was there, which means having certain extensions behind the file name (like _action or something like that) music dynamicly cuts between a "peace" theme and an "action" theme. The actions theme fades in and out whenever the player enters combat or leaves combat.
  4. Thanks a lot, always great to return to this community after a bit of an absence!
  5. Hi there @@AshuraDX That's awesome I have been pulling my hair out all day (great way to spend your one day off I tell you). Didi you still only use 10 screenshots?
  6. Due to time constraints I am once again turning to jedi academy to create some panorama's I need for a VR project. I have tried the method of taking different screenshots while adjusting the horz angle of the camera and then stitching them together using the Photmerge option in photoshop which gave me some results Worst: Best thus far: The last one works somewhat decent in Holobuilder but I want to know if there's a way to somehow automate this or get better results This is a perfect spherical panorama (the one I need): Can anyone here help me? Regards, Dvg94
  7. Hi Jesus, as response to your moddb message: I think you are starting movie duels via the mod menu in base JKA (setup --> mods), somehow to seems to fuck up the animations Wector used. Launch it using the .bat file included in the movie duels installation and you should be fine.
  8. dont even mention my throne attemp kennithh
  9. So I have this lying around, and I think I might just finish it now, seeing this. who's up for a GOT map pack edit: ignore the placeholder candles and chandeliers, and please do ignore the shadows
  10. is the a specific reason why it doesn't work for SP yet?
  11. I had that before I got the cubemaps working, I had to set r_basespecular to 0.4 (default) in order to fix it.
  12. I tried that DT85 (becuase I think you told booth that a couple of pages back), but it didn't change anything. thanks for the suggestion though
  13. So I gave REND2 a try, with a lot of help of Xycaleth (sorry to have bothered you so much mate ;p). It gave me a lot interesting results, but also a lot of problems. I'll start with the good bits, my marble floor finally looks like marble: I used a mix of specular and parallax mapping in my shader (prefab shader from the rend2 readme) I also 3 misc_cubemaps to my ''throne room'' and that really helps reflection to look good. but now, on to the ''not so good'' part, I can't get parallax/bumpmapping to work properly: As you can see it doesn't look nice, and I know it's my fault, I probably f'ed something up in either the shader or the normal/parallax map (maybe even both) So I need some help with this. here's the diffuse: here are the normal map + the parallax in alpha of the normal map and here's the specular map (I don't think that's the problem though) and finally here's the shader: textures/dvg_got/wall1 { qer_editorimage textures/dvg_got/wall1.jpg { map textures/dvg_got/wall1.jpg rgbgen identity } { stage normalparallaxmap map textures/dvg_got/wall1_n.png normalScale 1 1 parallaxDepth 0.04 } { stage specularmap map textures/dvg_got/wall1_s.png specularReflectance 0.2 specularExponent 32 } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO } }
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