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    Texture Artist
    General Modding
    Jack of all Trades
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    Windows 10, Ubuntu 18.04

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SomaZ's Achievements

  1. 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
  2. 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.
  3. Some WIP on my rend2 bespin duel remake. Materials are mostly finished. The untouched parts will be replaced with models (and new materials ofc)


  4. 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.
  5. 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
  6. Looking great! I'll try to reproduce the issue you have and fix it asap. Would you mind sharing your config file with me?
  7. 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 Hm, hard to tell whats wrong, simply because this version of the addon is very outdated (note to myself: make a new release on GitHub).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.
  8. Hm, do you have cubemapping enabled? Cant tell from the images you posted. r_cubemapping 1;vid_restart
  9. Haha, what are they celebrating? "Surprise mechanics"? :'D
  10. @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.
  11. Nice progess so far! What I really want to see is removing the stupid shaderlist.txt. Is there any good reason to have it?
  12. You put all the brushwork into func_statics? Can you show us the topology of your hallways? It's hard to find a solution from just a few ingame screenshots and a desciption.
  13. Are you using misc_models for the geometry? Try spawnflag 4 on those models and recompile the map.
  14. @Aldro Koon I have no idea about how the network code in jka and also in ja+ works. You should ask someone more knowlegable about this.
  15. This is mainly a tool to fix things you can never get right in radiant. Sometimes vertex normals end up not beeing smoothed or you simply pull your hair out trying to get some nice lighting. (Vertex normals are used for "phong" shading, so you can actually force faces to be smooth in my plugin after compiling a map) So basically you can use this to beautify your maps afterwards. You don't need to decompile the map or else. Just patch the bsp file directly with this addon. Yes, we can actually entity mod through this. This is basically unfinished, but it already works like a charm. I think only rotating stuff is unfinished actually, rest should be fine. Also, just patch the bsp file directly with the addon. No need for another software. No, this can't decompile maps into .map. FFA3 with some new baked lightmaps for the gl2 renderer Very simple enitity mod of mp/Duel1, added two misc_model_statics Lighting works perfectly fine with this addon, when you put some effort in reworking the lightmap texture coordinates manually. You can save them back into the bsp to get no light leaks. Whoops, forgot to repeat the best thing about this. You can patch the vertex colors and the lightgrid too. Means, you can light everything in blender. Older approaches could only bake lightmaps. Vertex colors are used when a surface doesnt have a lightmap. In the vanilla game, there are lots of vertex lit surfaces. The lightgrid is used to light players. So, now you can rework the lighting completely in blender and not just make it better. Guess I should show off some drastic light changes like, yavin at night or something like that. ?
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