Jump to content

Boothand

Members
  • Posts

    935
  • Joined

  • Last visited

Everything posted by Boothand

  1. To get a gradient light, you can adapt this shader: (To not have it flickering, simply remove the animmap line) Two gradient .tga files with an alpha channel like this (and this) was used here: They can be textured on a simple re-shaped box.
  2. Is there anything we could... do... to.. ease the progress? Can I get you anything? Write you a song about rend2? Post screenshots of pretty objects? ^^
  3. I'm extremely unsure what caused this. I haven't downloaded anything shoddy. But all content in my Chrome browser is now infected with an army of ads, most links are replaced with links to some site that asks you questions or trick you into a trap ("Ads by TOpdeal"). At first I thought it came from some links I clicked in a PM IrocJeff sent me about md3 models, but after that it seemed more like they were already on my PC rather than coming from him. Anyway, I followed a guide to get rid of it, and didn't find all I need. It mutates into a lot of deep folder structures and was supposed to be in the registry even, but didn't find it there. Should I try to do a system recovery or how far should I go? Apparently it likes to steal passwords and credit cards, I've read.
  4. Welcome!
  5. Just bought the Quixel suite.

    1. Show previous comments  2 more
    2. AshuraDX

      AshuraDX

      you should check out allegorithmics Substance Suite, got the indie suite for amazing 114€ during the steam summer slae :D

    3. Boothand

      Boothand

      It seems impressive, but afraid it's a bit too early in my relationship with Substance to buy it :P The price tag is a bit scary. But I'll make sure to try it!

    4. AshuraDX

      AshuraDX

      these tools are worth every cent

      and the Indie Bundle is quite affordable aswell

  6. Nice! That face on the wall looks interesting.
  7. Maybe you could use gradient spot lights somewhere. I made a shader for a slightly flickering spotlight once if you're interested. I could make a statue/sculpture if you feel that fits the art collection. (If so, what kind?)
  8. You can select .ase type models from a drop-down menu when selecting the misc_model. If the texture doesn't show up, it should still show up in game, if you've activated the shader. If it bothers you though, it's possible you could rename the texture to the name of the shader, thus it should display correctly in the editor while also assigning the shader to it. Here's a self-made (based on a picture I took) snow-texture that tiles very well: @@AshuraDX, if you're making other snowy textures, feel free to use or tweak that if you like it.
  9. I love your ideas. Would be a total rebirth to have these elements in the campaign.
  10. Whoaaa. It looks great. Really surprised this worked so well. Is it just many animmaps? Doesn't the sun itself look a bit strange though?
  11. Are you using an alpha channel, and saved as .TGA? If not, the shader (if set up correctly) will treat black as 0% opacity and white as 100% in the alpha channel.
  12. Made a short video to showcase it in-game. So sorry about the light flickering, hasn't happened with any other game..! Appears on the video, not in-game. I had to change the shader a bit, and ended up with this: There is no parallax displacement map, so replaced that line with the normal map. The way you set up the .ase, it won't show anything in the editor unless you rename the diffuse map or the shader though. Couldn't test with the specular map now so left that out of the shader for now.
  13. Yeah Should be fine as long as it looks like it's a thin layer overlaid, shouldn't be too noticeable bumps. Maybe we should let zefilus steer the ship now though ^^ Let us know how it looks in your map!
  14. Thanks for sharing It looks great. The normal map on the snow looks a bit strange to me though. Thought that looked a bit better before the normal map actually. Maybe it's too strong.
  15. Nice AshuraDX! Did you make those textures from scratch, or based on free textures? Also curious on your UV layout Zefilus, is it gonna be the whole castle including the top of the walls (not *the wall*) and the gates etc?
  16. Nice https://dl.dropboxusercontent.com/u/58757568/grindstone_final.obj I should see what I can do with Ddo and Ndo. It seems pretty good! Yeah, it's not the policy, it's rather my obsession with in-sourcing everything. Also building skills and getting experience is important for me as an actual game-student. I could have used one of my own photo-planks but attempted to do it all by (boot)hand.
  17. (Sketchfab updated) You're right, it becomes kind of low-res. Part of the reason is the UV map, but the biggest reason is probably some issues with Zbrush and weird looking artifacts, or what to call them. I don't personally want to use any non-JKHub assets (preferrably only my own), but if anyone feels ambitious, they could re-texture the model as they like. But I've spent about as much time as I want to on this model, and will rather focus on approaching texturing a bit differently on future models. Here's how the texture map looks: https://dl.dropboxusercontent.com/u/58757568/grindstone_final2.jpg
  18. How about this? https://skfb.ly/BnMv
  19. Today's progress: Will texture it tomorrow.
  20. I can give it a try I will stream it probably shortly after this post, in case someone's interested.
  21. Nice! Looking very good Welcome back. Make sure you get your maps in that link uploaded to JKHub as well!
  22. You can do this with an environment map. It uses an additional texture (can be a general purpose one too) to blend into the first texture and makes it look shiny. An example in the JK2 assets is: textures/kejim/newfloor_kej { { map $lightmap } { map textures/kejim/newfloor_kej blendFunc GL_DST_COLOR GL_ZERO } { map textures/kejim/env_newfloor_kej blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen const 0.25 tcGen environment } } Take a look at the environment map it refers to, to get the idea, and I'm sure there might be some more fitting maps you could use in either in JK2 or JKA as well.
  23. Sounds like the shader for your caulk is missing then. Rend2 isn't quite ready for common use, though normal mapping works and it's nice to map for rend2 with the features that are already working. If you're really into that, you should be able to find what you need by researching this thread: http://jkhub.org/topic/2804-rd-rend2/ But there is no clear documentation yet since it's not finished.
  24. Do you mean the fake (and usually bad looking) bump mapping in the vanilla renderer, or the normal maps of rend2? We can't know much for sure without a look at your shader though
  25. Yeah, my method wouldn't work with playable vehicles like that. I've never tried using scripts on vehicles, so don't know exactly how that works. I see no errors in your script though. @@therfiles, do you know if Icarus scripts can affect vehicles other than with parms etc?
×
×
  • Create New...