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Everything posted by Boothand
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Was hoping you'd join in on my super-well-setup project on dropbox In that case, you could tickle it until it looks good and edit the shaders etc, and just reupload it to dropbox. Otherwise, the md3 is in the mapobjects folder, and there's a .max file for max 2011 if you can use it. But you'll probably have to setup the exact same folder path in your base for the texture to show up. https://www.dropbox.com/sh/gn21gh0vjwilpmf/VQ9UU2X-cR/models/map_objects/rend2map
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Actually what you see doesn't really correspond with the UV seams. They're hidden between the legs (yes, the UV seams) and on the back. It seems that changing the model's lightmapscale to something tiny like 0.025 makes it closer to how it should look. It wouldn't look right without bounce light though since it's totally black and not light grey, but that takes hours to compile By the way, the extreme highlights you see isn't specularity. It's there in vanilla too, and happens to many of my models... arr! I thought maybe some shadeangle specification and q3map_nonplanar would smooth it, but they don't work in the .mtr. Also the .shader seems to override what I have in my .mtr, not the other way around, so I can't let q3map2 smooth it for me, while keeping the normal map. All the files are available in the dropbox if anyone's interested in trying things out.
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So, anyone wants to help me make this look great in-game? @@DT85, @@Xycaleth? It's supposed to be shiny and smooth. It symbolizes carrying the old engine into a new world! I've made a normal map (for now at least) with a light Zbrush sculpt, which works. But the model looks like this in 3DS Max: And like this in-game, haha:
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I haven't yet made LODs. Confirmed that parallax works on models too (however is a big no-no on trees )
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While I can't say how it works, or if it's consistent, the map I'm working on gives me 40-50 fps on vanilla, and 160-180 fps-ish on rend2. I have many pine tree models, which probably help pulling down the fps in vanilla. I expected rend2 to be more fps intensive really, but in this case it was the other way around.
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Looks fabulous!
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Haha sorry, don't know how I missed that part of your question. I thought I was gonna show you my processor. Crazy days. My graphics card is Nvidia geforce GTS 250. The driver section of Caps Viewer says "R335.23 (r334_89-21) / 9.18.13.3523 (3-4-2014)".
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Graphics Cards and 3D modeling software...
Boothand replied to Archangel35757's topic in General Modding Discussions
I'm not very up to date, so I'm using a NVIDIA GeForce GTS 250, 1 GB memory. Using 3DS Max, no issues as far as I can tell! -
Hey. I had an idea that I believe might work really well. I've set up a dropbox folder called "rend2map" (link here) where I've started just making a little outdoor area in a map using all self-made assets. I'm thinking that we could have this common place to run our tests, to be more efficient and consistent when making things work in rend2. Ultimately, this could be a map that will look very good when rend2 is finished, and it's good to have a place to put your ideas in context. I'd like anyone to change *anything* here, and make things look as stunning as possible. Build structures, insert models, change out textures or change things around. Some things in there, such as the water, is not looking good and should be fixed up! This would be a good opportunity to test for example cubemaps and specularity, and so when new things are made possible, people could easily test and learn how it's done by looking at the map files and shaders. In the dropbox, I've set up two batch files. If you set up the paths, you can be ready to test the map just after running the "copy to harddrive", and you can submit your changes back to dropbox by running the "Copy to dropbox" batch file. I'd really love to be in this sort of project. To sync it to your own dropbox, I'll need your email Anyone up for this?
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Would love to see an OpenJK-ish project for jk2mp, although I believe it's not in the scope of OpenJK.
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Could you post a screenshot of you want to make?
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*Bump* Can CODradiant be used without having Cod 4 installed? I downloaded the mod tools, but it says it *might* not work on vista, which I currently have. So I don't know if my error is because I'm missing COD 4 or because of vista (mss32.dll missing). Also, finding very little information about q4radiant/quakeedit. Do you need quake 4 for it? Compatibility in these editors with GtkRadiant? Could brushwork be done in either editor and taken back and fourth without issues? Will entities come healthy back to GtkRadiant after visualization/brushwork done in COD-/Quake editor?
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Mappers: What editor/version do you use, and why?
Boothand replied to Boothand's topic in General Modding Discussions
Would it be possible to go back and forth between COD4 mod tools and GTKradiant without compatibility issues? I'd be interested in using it for brushwork, as I've even resorted to use 3DS Max for making what would otherwise break by using brushes, next time I re-open GTKradiant 1.6. But it's slow, and doubles the effort when also needing to make corresponding clip brushes in GTKradiant. You mentioned to hide unselected though, which can be done by inverting the selection (I) and hiding that. -
Mappers: What editor/version do you use, and why?
Boothand replied to Boothand's topic in General Modding Discussions
I was curious also if someone was *actually* using a different editor as well though. But fixed topic title. For example doing brushwork in an editor without bugs and compatible with GTKradiant's map format. Not sure if such exists, I only know there's a 3DS Max .map plugin. I tried it some time ago, but got really frustrated and stopped. -
I wonder if not every (private) person would choose to do it this way. What would be the benefit of keeping the subscription all the way through a year?
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Mappers: What editor/version do you use, and why?
Boothand replied to Boothand's topic in General Modding Discussions
I meant slow workflow. Yeah, selecting in the 3D view in 1.6, you shift click and drag, but will only select the brushes that your mouse touches. -
Mappers: What editor/version do you use, and why?
Boothand replied to Boothand's topic in General Modding Discussions
If 1.4 is like 1.6, I find the selection tool a bit slow sometimes, if I want to move portions of my map. In 1.5 I could select roughly what I wanted to move in one go, then unselect what I didn't need. In 1.6 I have to touch every brush, and it might include a lot of 3D navigation in all kinds of places behind walls, inside things that are closed off etc, just to get a selection. The texture menu is one of the main reasons why I like 1.5 actually. I do a lot of custom texture work (and lots of tweaking, so that means a lot of texture re-loading etc). It's really handy to have it there for that. -
It only made it look non-lightmapped and regular. Yeah, in fact I haven't added any sky to my rend2 shader yet. If this is what has caused all my past problems with silly looking normal maps etc, I apologize In any case, here's my current placeholder sky shader, only placed in the vanilla .shader.
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Hmm the results were kind of.. visual. I was just about to stream map-making, so I just included this now and made a short video. http://www.twitch.tv/journeytobootland/b/511936526 Also, any brand new rend2 versions I could borrow?
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Mappers: What editor/version do you use, and why?
Boothand replied to Boothand's topic in General Modding Discussions
I always edit vertices on grid. If they come off grid, I remake them, or snap them back to grid (with high chance of breaking). One of the issues I guess, is that sometimes when the brush gets triangulated by the vertex moving, it gets restricted in some directions and you can't move it to really obvious spots. By the time it has reached that limitation, it has often broken. Importing to max via .obj export works really well apparently. Exporting the re-made brushes out again, they come back on grid. It can be retextured by _remap. Using .ase for now. Cool cool. -
I'm only using q3map_sunext at the moment, if that matters.
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Nope. This shader. Same thing happens with and without the blendfunc.
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Exporting straight from max should be harmless. I've had problems with bot max exports and milkshape exports. The main thing that seems to mess up md3's on export is the scale and its position. Putting your model at 0,0,0 coordinates, not too huge and with an UVW unwrap modifier should work. If texture's missing, re-apply it from a new slot in Max. If that doesn't work, are you using this exporter? I just wouldn't encourage googlers to acquire milkshape and doing such a longwinded export when it shouldn't be necessary!