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ZeroRaven

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Posts posted by ZeroRaven

  1. New WIP stuff.

    I know I started something similar before, but unfortunately that MAP file got wiped out. 
    Starting from scratch has allowed me to reallocate my resources and figure out better ways to do things.

    This is still going to be the biggest map I’ve ever made, current playable area is 7168x3584 units.

    More of the town is planned, expect classic locations you know and love.

    Now if anyone has any player models 😂

     

    spacer.png
     

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    OCD2 and scp_chaos1 like this
  2. @SomaZlight emitting shaders. I figured it would work same as before, with just adding the Normal and Spec/RMO stages below the Map texture.

    I seem to remember reading in another topic that the glow stages weren’t working anymore anyway?

    Thanks for pointing me in the right direction with these shaders. Just when I thought I’d gotten the old ones figured out, I decide to jump into Rend2 😂

  3. @SomaZon another topic, how can I make my rend2 texture light project light like I normally would a light texture?

    Do I just write the shader as normal and add the relevant normal and / rmo stages?

  4. So I managed to get my rend2 shaders working ingame, except now I'm having a rendering error with the texture/normal/specmap.
     

    Spoiler

    6Ouv2pa.jpg

    The wall on the right renders oddly compared to the wall on the left, even though its the same textures.
    Shader code below is whats in my mtr.

     

     textures/strombine/paint01
        {
            qer_editorimage textures/strombine/paint01_d
    
            {
                map textures/strombine/paint01_d.tga
                rgbGen vertexLit
    
                normalmap textures/strombine/paint01_h.tga
    
               specularmap textures/strombine/paint01_s.tga
    		specularReflectance 0.1
            }
       	{
    	map $lightmap
    	blendfunc gl_dst_color gl_zero
    	}
        }

    I can't figure out why the texture is rendering like that, and it's only at a distance. When I move closer the distortion goes away.
    And yes using the "cl_renderer rd-rend2; vid_restart" command line.

  5. So I recently remembered to download OpenJK to my laptop (it was on my desktop lol), and I figured while I'm at it, lets dabble in Rend2.
    Now I went ahead and made a test texture shader (and mtr file), shader loads in Radiant, but when I test in OJK, I get the infamous glowing bad shader.
    I DID change the renderer in the command prompt "/cl_renderer rd-rend2; vid_restart", and it didnt give me any error.
    I think I wrote my shader properly, but perhaps not.

     

    textures/strombine/brick1
        {
            qer_editorimage textures/strombine/brick1_d
    
            {
                map textures/strombine/brick1_d.tga
                rgbGen vertexLit
            }
            {
                normalHeightmap textures/strombine/brick1_local.tga
            }
            {
                specularmap textures/strombine/brick1_s.tga
            }
    	{
    	map $lightmap
    	blendfunc gl_dst_color gl_zero
    	}
        }

    on the note of MTR files, do they go into a materials folder like in Q4, or do they go in the shaders folder?

    Update, I fixed the errored shader issue (such a noob all the extra maps and stages lol ), and edited code to match.
    But now, the walls with the shader texture are dark. I'm assuming this is due to the vertexlit tag in the first stage.
    But also in the console it says that Stages 2 and 3 have no Image, even though the files exist in the folder, and are clearly listed in the shader.

    Willemoes likes this
  6. Just now, Circa said:

    This is something that's been requested a few times before but it never seemed like there were enough mappers around that would be interested in it. I'm still willing to make it an official contest, I just worry about very limited participation.

    I already have the next contest planned but maybe this could be the following one.

    Thanks for the consideration at the very least. Any idea on how it would be formatted? Single challenge, 3 part challenge etc? Or is it something you'd wanna figure out after the upcoming contest?

  7. 1 minute ago, mrwonko said:

    Limitations stimulate creativity, could make for a fun contest. But 20 brushes seems extremely low. How about 42 or 69?

    But at the same time, wouldn't using more brushes defeat the purpose of the "less is more" concept? Careful use of brushes and creative use of textures makes your brain think a bit more. But I mean if we went forward with it as a challenge, or set of challenges, I think the overall formats could be worked out before it went official.

  8. I was browsing the old contest pages on Mapcore and I thought it might be fun to throw the idea out about having a 20 Brush or Minimalist map challenge?
    Nothing too big or cray, just something light and fun designed to creative juices flowing away from all the hub-bub of show accurate, massively detailed stuff we're seeing now.
    Just some suggestions for format:

    20 brush challenge
    - Structural brush count. Triggers, skyboxes etc do not count to the limit.

    Minimalist texture challenge
    - Predetermined number of texture files. Shader files for glowmaps/enviromaps etc could be discussed.

    Minimalist 20 brush challenge
    - Combination of the above 2 challenges.

    I mean just a thought, what do the rest of you think?

    NumberWan likes this
  9. As the title says, I'm having an issue with the shader file for my map.
    The glow appears to work, but its had an unexpected (and unwanted) side effect, the shader is now see through.
     

    Spoiler

    4O2RbAe.jpg


    Realistically the shader itself isn't complex and is fairly standard, so I'm not sure exactly what the issue is?
    I typically use the same shader for all my lights and light source3s, and can't recall having this issue previously.
    Did I F-up the shader?

     

    Spoiler

    TEXTURES/PK02/PK02_LIGHT03_C10K
         {
                   qer_editorimage TEXTURES/PK02/PK02_LIGHT03_C
                   q3map_surfacelight 10000
                   q3map_backSplash 0.5 8
                   q3map_nolightmap
                   q3map_lightRGB 1 1 1
       {
                            map TEXTURES/PK02/PK02_LIGHT03_C
                            blendFunc GL_DST_COLOR GL_ZERO
                            rgbGen const ( 1.00 1.00 1.00 )
                   }
    {
                            map TEXTURES/PK02/PK02_LIGHT03_I
                            blendFunc GL_ONE GL_ONE
                            rgbGen const ( 1.00 1.00 1.00 )
                            glow
                   }
         }

    Any thoughts or input would be greatly appreciated.

  10. 2 hours ago, mrwonko said:

    As far as I remember, you'll need two versions of the weapon, a GLM for third person, and an MD3 for first person. You can use the MD3View / ModView tools from the Jedi Academy SDK to look at existing models for reference, there'll be tags that define e.g. where the weapon is held. It might be easiest to import an existing weapon as a base for a new one.

    I was aware of needing both a glm and md3, but isn't the pickup version also an md3?

    Presently I'm sitting on 2 models, both in OBJ format, one internal and one external.

  11. On 12/3/2020 at 3:13 AM, mrwonko said:

    misc_model_static doesn't support ASE. Basically anything where the model is loaded by the game only supports MD3 (e.g. misc_model_static, misc_model_breakable, anything using the model2 property), but since misc_model gets embedded into the BSP by Q3Map2, it supports additional file types. (Fun fact: this means you don't need to ship the model with your map!)

    Interesting facts there. Since I'm making my doors in radiant and exporting as ASE.

    So by using an ASE it's basically as if I'd made the door from brushes in general. Nifty.

  12. So I've been contemplating making a new weapon for some of my levels.

    I have the OBJ model, textures, and Blender, but it seems we have no tutorials for creating and importing custom weapons.

    We had a video tutorial but the link appears dead.

    Unless someone wants to offer help?

  13. there is actually a model key also (atleast in 1.5 its a selectable option right above the sound box), that seems to support ase.
    If the file was an MD3 would it function properly?

    On that npte, can I target a 2nd func_door to the first one to make them open together?

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