Jump to content

Boothand

Members
  • Posts

    935
  • Joined

  • Last visited

Everything posted by Boothand

  1. Then it's probably not the texture file itself. Try running your map with sv_pure 0. Or else it won't find any files that aren't packed into a pk3.
  2. It sounds like an image dimensions problem. What size is your texture? It must be sized by the power of 2 - that is 2 - 4 - 8 - 16 - 32 - 64 - 128 - 256 - 512 - 1024 etc.
  3. Yeah, tried with several versions, including the latest build.
  4. Afraid so Could I try someone else's rend2? I'm sure it shouldn't matter though, this one worked just fine on my laptop.
  5. It didn't work prior nor after I updated my graphics driver big time (it did cause minimizing with alt + enter to give a black screen in both JK2 and OpenJK though. But that's not related). @@eezstreet, @@ensiform, any experience with the game refusing to switch renderer? The console log (above) simply says: Trying to load "rd-rend2_x86.dll" from "C:\spel\JKA\GameData"... Loading "rd-rend2_x86.dll" failed failed: trying to load fallback renderer
  6. Starting with cl_renderer rd-rend2 in the shortcut command line - cl_renderer = "rd-vanilla", the default latched = "rd-rend2". cl_renderer rd-rend2; vid restart. condump: I could add that admin rights make no difference, and I'm using a rend2 that Szico sent me, which works on my laptop.
  7. Hey, I'm back at my stationary computer. After my success using rend2 on my laptop, using the exact same procedure on my stationary computer doesn't work. No errors, it just won't switch renderer. When I type cl_renderer rd-rend2, and vid_restart, it stays in vanilla. Also tested on a totally clean steam-install, with the same behavior. Clearing the My games/OpenJK folder only resets my settings, but no change to the problem. Graphics card: Nvidia geforce gts 250 OpenGL 3.3.0 DirectX 11 Windows Vista (it's my brother's previous, previous computer, but in good shape despite its Vistaness). Are you aware of any problems with older computers?
  8. Hmm. Forcesun 2 is very impressive, although it crashes with the lightmap. Also, was that compile done with -light? I think the issue only arises with the lightmap. But will a *proper rend2 compatible shader* do the same magic as r_forcesun 1? It doesn't seem to affect FPS that much. It adds a lot of nice detail to my map..!
  9. Hmm what sun elevation did you use? I'm still having the issue using vertexLit. It seems to be on that general area. Doesn't happen on one other of my walls, which is a bigger surface. And thanks a million for the r_forcesun 1 command! It made rend2 about 10 times more rewarding for me Only wish it worked on surfacelights as well.
    1. Dai

      Dai

      THE HOOKS ARE UPSIDE DOWN

    2. Agent Jones

      Agent Jones

      The hooks are ok(my hatstand is like that). Nice work

    3. Boothand

      Boothand

      It's a tiny bit strange so many hatstands are designed like that. Mine is no different :D

  10. That doesn't seem to be what's causing it. It was already on 0, the default.
  11. Hmm which option would that be? Didn't find the cvar either. PS. It happens with other textures too. Check the wooden wall: https://dl.dropboxusercontent.com/u/58757568/normalshadewoodenwall.jpg
  12. Haha, yeah it's the normal map then. I just wonder if this would only happen in rend2, or if my normal map is generally not good. I've had quite many approaches to making this normal map. Ended up just generating it in Crazybump. Inverted green channel: PS. The parallax image is back, my bad And if you wanted to test it yourself, here's the diffuse.
  13. Making the normal map hardly visible removes the issue, but at the same removes the effect of having a normal map. As long as it has an effect, it causes the above posted to happen. Here's another issue. A texture with a normalparallax map makes a sudden sharp transition. It feels a bit in the same category.
  14. Unsure how to setup both normal maps and displacement in 3DS Max, but using the parallax as displacement I get this: It's got some issues, but on the other hand I kind of like the cartoonish shapes of it. On the other other hand, I should learn to control how it displaces. I guess I need to Photoshop the transitions more properly. Tried exporting displacement from a nice Zbrush model I tweaked out of it, but got a quite useless barely visible map from it. There's another place in game, by the way, where the black stuff doesn't happen, even being at the same angle. But here's a screenshot of the same place I showed, sun height at 50. This time the texture seems to be washed out in the lower half, and the black evilness growing in the end over there. Bonus question: Is specular mapping broken?
  15. Shader: Normal map + parallax in alpha channel: It has to do with the sun's elevation though, which was 30 in the screenshot. It doesn't happen if the elevation is higher, like 70.
  16. For example on walls that are facing the sun, the shadows seem to be very pitch black. I'm quite happy with the sun intensity, though I might change it if there's not a way to control the shading strength of the normal maps in another way. For some reason, the lower portion of the brick wall decides to be very shaded. The planks are also a bit too intense looking when facing the sun. It would feel more realistic if they were more grey-ish, revealing the texture underneath.
  17. Are there any shader keywords or any cvars that could control the intensity of the shadows themselves? It seems even with very subtle normal maps, the shadows themselves are totally black. Would be nice to see grey/transparent shadows, though I understand if it's not available or too expensive for the engine. Didn't find anything related to that in the readme, as far as I could understand it.
  18. Szico's Bioshock map, and Moonbase Labs in progress, are good showcases of some of rend2's features like bump maps normal mapping. Check out the comparisons between how the light affects the pillars and walls. http://jkhub.org/topic/3463-bioshock-infinite-the-church-of-our-lord/page-3
  19. WOO! Finally got hold of the right graphics drivers. Can run rend2 now. Thanks guys
  20. That should be the problem then! my GL_VERSION is 3.1.8787 BETA Debug Context. If I try to load a 3.2 demo, I get an error similar to the console dump error. But is this dependent on having the latest driver? Or is it something else? I hope I won't have issues with my stationary computer when I try it on that, since it's probably older than this computer, just more stationary and stable. EDIT: According to this site, it seems I should have the driver named Mobility Radeon HD 4650 6.14.10.9756 to support 3.2. I seem to have some trouble *getting* it though. Google searches only show me that same page.
  21. Okay. Found the correct one now. I'd say it's about 50% chance it was installed correctly. It calls itself AMD catalyst install manager, doesn't pretend to be a *program*, it just installed, then did nothing. I decided to restart my computer for good measure, computer froze on startup (loaded forever), then forced it to restart, unplugged devices connected, started windows. I seem to remember I used to have access to some Catalyst control center back in the days, right clicking on the desktop. It's not showing up now, but it's installed under Programs. Either way, the issue with rend2 persists.
  22. It only had default assets (per 1.01) as far as I can tell. What did you have in mind? Hmm, I'd have to know exactly which I've become a sissy-girl when it comes to graphics- and sound drivers after past experimentation. I feel like choosing the wrong driver leaves wounds on my computer that never heal.
  23. For the cleanliness tests, I usually use the steam version, it comes already patched. Didn't wanna bother with technicalities with screen capture, so here you go: http://youtu.be/8KBQwFlkRus @@mrwonko Dxdiag:
  24. You can use as many move commands as you like, and yes you'd need to add move commands for new vectors. Just make sure they execute after the previous one has finished, instead of all at once. You can use dowait for that.
×
×
  • Create New...