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SomaZ

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    Male
  • Modding Interests
    Coder
    Modeler
    Mapper
    Shaders
    Texture Artist
    General Modding
    Jack of all Trades
  • Gaming Specialty
    Singleplayer
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    Windows 10, Ubuntu 18.04

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  1. Try removing the rgbGen vertexLit from your first stage. On a side note: Looks like you are using standard specular maps. Rend2 uses the alpha channel of the specular map for glossiness of the surface. If you don't provide a proper gloss map in the alpha channel, all surfaces are super reflective. The specular workflow is prone to create bad materials. I'd recommend switching to the metal roughness workflow instead
  2. Must be an error in the engine. I probably fixed it already in my latest WIP version. Never really encountered this issue before.
  3. Currently there's no easy way of finding the location of a shader. The surface you showed in the screenshot probably doesn't even use a shader, but just the texture. If that's the case, you can make use of the auto loading of material textures. Rend2 will automatically find normal maps for files with the suffix of "_n", normalHeight maps with "_nh", packed maps with "_rmo" and specular gloss maps with "_specgloss". Means, if your material uses "textures/example/test.jpg" as a diffuse texture, rend2 will try to load "textures/example/test_n" as the corresponding normal map.
  4. The stage qualifiers are gone for a while now. Using .mtr files require .shader files of the same name to be in place. Your file extension is .mat which is not supported. Corrected shader looks like this textures/korriban/k_ceiling { qer_editorimage textures/korriban/k_ceiling.jpg { map textures/korriban/k_ceiling.jpg normalHeightMap textures/korriban/k_ceiling_n.tga // normalMap for images without parallax height in the alpha channel // if you use a packed material definition // rmoMap is packed roughness, metalness, ambient occlusion in red, green, blue channels rmoMap textures/korriban/k_ceiling_s0.tga // if you have a specular texture with glossiness in the alpha channel use: // specMap textures/korriban/k_ceiling_s0.tga } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO } } More info on the rend2 shaders can be found here. The liquid shader is not implemented in rend2 though.
  5. Hey! Currently refactoring the whole addon to be easier to maintain and also adding some new features like pk3 support. Target version of the new version will be Blender 3.0, though I'd like to keep it 2.93 compatible. You can get the latest working wip verision (Blender 2.83 - 2.93) on our discord. Link is in the first post. Direct download link (Blender 2.83-2.93): Latest release with current code from Github
  6. Yea, I remember. Was part of the dev team before it died. All I can say is that everybody from the team was disappointed how it went. We really wanted to release at least something, but because of legal problems we weren't able to.
  7. Some WIP on my rend2 bespin duel remake. Materials are mostly finished. The untouched parts will be replaced with models (and new materials ofc)

     

  8. I'm sorry, but 2.81 simply won't be supported anymore. It had some bads in the material system and they finally fixed them in 2.83. It would be a huge task to support older versions, or more precise it would clutter the code so its not very readable anymore. And that's not very nice to work with. 2.83 is in fact the most ideal version of blender right now as its the long term support version of 2.8. When 2.93 arrives, this will be the new ideal version to work with.
  9. Found the problem and fixed it. I uploaded the updated renderer to our repository. You might want to set r_refraction to 1 to get the push/pull effect back. You can also delete your current config and start with a fresh one. Refraction rendering is on per default now
  10. Looking great! I'll try to reproduce the issue you have and fix it asap. Would you mind sharing your config file with me?
  11. Ah sorry. I missed your message. Hm, hard to tell whats wrong, simply because this version of the addon is very outdated (note to myself: make a new release on GitHub). You can get the latest version when you download the current code from GitHub. You need to repack it into another zip file though. Extract everything, and pack the "import_bsp" folder into another zip file. You can install the new zip file afterwards. You might need to restart blender after you installed it. The only Blender versions working with the latest code are Blender 2.83 to 2.91. If you still run into problems, you can always join the discord server I linked in the first post for quick help. It could be used for mapping to some extend, but its complicated. For beeing able to write bsp files from scratch, I'd need to write some nasty things like collision mesh generation and visibility computation.
  12. Hm, do you have cubemapping enabled? Cant tell from the images you posted. r_cubemapping 1;vid_restart
  13. Haha, what are they celebrating? "Surprise mechanics"? :'D
  14. @AngelModder I'm currently writing a tutorial series regarding precomputed lighting in id tech 3. Lightgrid is also part of it ofc. I do this to educate people to use my blender addon for baking new lighting in blender instead of using q3map2. If you have questions regarding lighting right now, you can ask me on discord.
  15. Nice progess so far! What I really want to see is removing the stupid shaderlist.txt. Is there any good reason to have it?
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