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SomaZ

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  • Modding Interests
    Coder
    Modeler
    Mapper
    Shaders
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    General Modding
    Jack of all Trades
  • Gaming Specialty
    Singleplayer
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    Windows, Ubuntu

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  1. There's two cvars that need to be enabled for proper lighting on that map. r_hdr and r_floatLightmap. In the linked ui mod its the HDR and the HDR Lighting support options. The HDR setting does not refer to HDR monitor output, but calculating all colors in a bigger colorspace. Suggested cvars would be r_cubemapping 1; r_deluxemapping 1; r_parallaxMapping 1; r_tonemapping 1; r_autoexposure 1; r_hdr 1; r_floatLightmap 1 followed by a vid_restart
  2. The pack itself doesn't do ray tracing nor cubemapping. It's "just" a material pack. But the rend2 renderer uses cubemapping.
  3. SomaZ

    Castellaris

    I fixed rend2 to work with the released version of the map. You can get the updated version of rend2 here: Github SomaZ OpenJK releases
    I'm a sucker for lighting and this is lit beautifully. Well done! Have tested it a little and I noticed you added invisible blockers for gameplay, which is nice. No stupid movement blocks. Design is great, looks great with latest rend2 features. Nothing more to say, just 5/5
  4. Oh, you are right. Looks like some image links are broken. I can make new images when I'm back home.
  5. You can find the list here in the wiki https://jkhub.org/wiki/Map_Models_-_Image_Reference_Library
  6. Hey SardineGuy. You can use my blender addon to import and export md3 files. Its handling is a little different as the old versions so I just link the little tutorial I wrote about it here. It also comes with instructions on how to setup the addon. Hope this helps. https://jkhub.org/tutorials/modeling/md3-importexport-using-blender-33-r185/
  7. Uhm, okay. Never heard of this before. What version of the addon did you try to install? If you have instructions on how to recreate this issue, I could probably fix it, unless its a bug in the 3.1 release that the addon triggers by accident. Anyways, latest release (v0.9.96-pre) also works in more recent versions of blender like 4.2.
  8. First of all, the exporter you tried using is part of wonkos addon, not mine. This exporter is supposed to export every surface as a patch mesh. Patch meshes are somewhat limited and you should avoid using patches for regular geometry except for curved surfaces. I submitted a patch to fix the exporter, but I assume you actually want to copy a complete map with that approach, which is not recommended and probably also not actually doable.
  9. You definitly don't have the latest version of the addon, because I fixed this already. Get the pre-release I linked above.
  10. Update the bsp importer addon to the latest version. Get it here https://github.com/SomaZ/Blender_BSP_Importer/releases/tag/v0.9.96
  11. Also multiple things. A decompile of a .bsp file will always have only structural brushes. Also when they were detail in the original .map file. But I don't think its actually an issue in this case. So don't think brushes were originally structural when looking at a decompiled bsp. Weather files are generated on map load. The original jka game executables do this as well. It's not unique to that mod. And as I said, weather zones are not mandatory to make the inside/outside brushes work correctly. They are intended to speedup generation of the weather cache.
  12. Ok, so theres some things to concider. Weather zones aren't just brushes but also entities. Depending on how you added those, it might not work like that. Second, weather zones are not mandatory to make inside or outside brushes work correctly. Weather zones are just used to speed up the loading of the inside/outside info. IF you have weather zones, inside or outside brushes that are NOT inside of a weather zone are ignored. Jedi Outcast only had outside brushes, Jedi Academy added inside brushes. Only one type of those brushes are allowed per map. So if you mix inside and outside brushes, the game won't load the map. Reloading a map might break the cached weather info, maybe a bug in JA:Enhanced. This needs some investigation.
  13. I haven't tested it, but for easy use, you could convert the mainbsp to like an .obj and use it as guide via an misc_model entity that you delete again before compile. You can either use my blender addon for that or Noesis, which might be the easier choice.
  14. Try: q3map2.exe -game ja -mergebsp -world <mainBsp.bsp> <bspToinject.bsp>
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