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Boothand

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Everything posted by Boothand

  1. 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.
  2. 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.
  3. 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!
  4. 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.
  5. 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?
  6. 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.
  7. (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
  8. How about this? https://skfb.ly/BnMv
  9. Today's progress: Will texture it tomorrow.
  10. I can give it a try I will stream it probably shortly after this post, in case someone's interested.
  11. Nice! Looking very good Welcome back. Make sure you get your maps in that link uploaded to JKHub as well!
  12. 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.
  13. 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.
  14. 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
  15. 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?
  16. The ship won't rotate with the platform unless you make both the platform and the ship rotate. A func_rotate will constantly rotate so scripting is the way to go. Also keep in mind that you need to manually create an origin brush for every moving and rotating object. Is the ship a model or made out of brushes? If it's a model, you should be able to use the method I described in this post: link. In any case, if the script doesn't work, post it (in spoiler tags) so we can have a look
  17. Hmm, maybe the surfacelight compiled from the sky's shader? What is it set to? Any worldspawn settings that darken the map?
  18. Some FetchD footage:
  19. Looks cool!
  20. Perfect!
  21. Yeah, the white one below the crosshair, seems a bit choppy resolutionwise...
  22. I don't really go out of my way to dislike the series, but in my own world it's true that I.. don't like it, I guess. For me, it takes the indescribable feeling and mystery of the movies away, and with the focus on completely different characters that didn't exist in the Star Wars movies (or that were cut in half by a lightsaber ^^), it becomes something completely different. Star Wars at its best for me, is the story about Luke Skywalker. Also the perspective on the force and the lightsaber is a lot more personal in Luke's story and less "cocky" in my opinion. The real deal-breaker for me though is the visual style. I don't like the way any characters look. It feels like everyone looks like the humans from Ice Age. Also I'm personally very provoked by the animation style. I don't enjoy the quick snappy animations and the exaggerated movements (except in classic cartoons of course). I'm too attached to the 1970s movies style to accept TCW as genuine Star Wars. The new trilogy of the movies is fine, but TCW would provoke me too much, unfortunately.
  23. Nice! Perhaps reduce the scale of the wall concrete-ish texture just a tiny bit? (Or find one with higher resolution)
  24. @@Ping Note that CTF in JK2 1.02 is always assumed to be NF without guns. Unfortunately there doesn't seem to be a big interest for guns nowadays. I'd love it though. The videos were very good, however I think the player most players usually regard the best (NF/CTF) is Fetchd. I'll post a video if I find the one I'm looking for.
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