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Posts posted by ensiform
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[MP] target_location entities no longer take up a gentity slot.
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Added support for:
surfaceSprites flatten ...
shader option for MP.This was missing from MP but supported in SP (used in t2_trip). Resulting in the sprites not appearing at all or very weirdly in MP when playing said map.
Before:
After:
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The vanilla renderer never actually checked it before OpenJK. It only looks for the first 6 numbers anyway. The extra information to ext is only for q3map2.
You missed the point, though DT85, you wouldn't use BOTH in the .mtr file as vanilla can't load it.
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Exactly.
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You don't need q3map_sun(Ext) and q3gl2_sun, one of them (hopefully the latter) will be used always. And trying to plug said shader itself into vanilla will break on q3gl2_sun and q3gl2_tonemap anyway.
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MSBuild relies on .NET Framework because it is a managed app written in C# with .NET (Its not even located in the VC directory or WinSDK platform directory)
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Wouldn't necessarily need to be a server-side entity though, could be purely cg_spawn.c
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I just meant you dont need special renderer to have lens flares, you can do it with some simple client side mod code and the necessary images/shaders.
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Lens flares are ezpz can even be done by cgame ref ents.
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You have to use the respective commands not adding the extension.
screenshot by itself is jpg screenshot_tga is tga, screenshot_png is png.
NOTE: PNG screenshots in vanilla don't gamma correct, everything else does and all 3 do in rend2.
And JPEG screenshot command is identical. Sounds like issue/conflict with driver or something.
eezstreet likes this -
Have you tried with tga and png screenshots to see if theres any difference ?
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That looks like Bioshock Infinite holy shit
Circa likes this -
Not really relevant at all because it doesn't adapt to the rendering pipeline. But yea it is pretty cool, seen it before.
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But that does remind me, I also need to fix problems with the light grid not lighting entities properly. Players always seem to look a lot darker in rend2 compared to the vanilla renderer.
They should be identical if r_hdr is off.
// bonus items and view weapons have a fixed minimum add if ( !r_hdr->integer ) { // give everything a minimum light add ent->ambientLight[0] += tr.identityLight * 32; ent->ambientLight[1] += tr.identityLight * 32; ent->ambientLight[2] += tr.identityLight * 32; }
This is if ( 1 ) in vanilla. I'm assuming he did this cause it looks weird with proper hdr?
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You can't mix other model formats with ghoul2 (API). And if you want extra formats otherwise, bye bye compat mods.
FWIW Format wise, IQM > MD5 in basically every way. The implementation used, is just a basic one though.
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MD5 not getting implemented <period>
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Dglow will be one of the last things if its not replaced with something else, because the implementation is poor/slow.
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So you completely stripped EAX and OpenAL entirely?
The error is supplied because the faulty module is being loaded from the executable as seen in the problem log.
Fault Module Name: OpenAL32.dll
And 0xc0000005 is an access violation.
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r_depthPrepass 0 most likely.
eezstreet likes this -
Looks to me like its trying to use the OpenAL not in the JA folder which is different from the software openal that usually is used elsewhere.
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it fixes only the model issues that were also in ioq3 version. I don't honestly know whats going on with rend2 rendering right now...
(There is a fix for not requiring r_floatLightmap in ioq3 tree now too, but I'm not too concerned about that yet)
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Most of those would become moot if we decide to redo siege all together.
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r_floatLightmap 1 fixes the white model issue fwiw.
Szico VII likes this -
BSP and vis would be helpful.
Normal maps (and rend2)
in Modding Assistance
Posted
Admin rights won't do you any good. That was mostly the whole purpose of adding homepath, so that admin rights are not required. Is the OpenJK exe new enough?