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SomaZ

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

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  1. The sample size tells q3map2 the size of a lightmap pixel in game units. So, if you decrease the sample size, your lightmap gets more accurate and vice versa. The game hardcodes the max lightmap count to 256 I think, and your compile said you had 566. So you needed to reduce the lightmap count. Increasing the space covered by a lightmap pixel means you can put more surfaces into one lightmap -> you'll get fewer lightmaps. Now you can try decreasing the sample size again for your compiles to get some better lighting untill you reach the lightmap limit of 256.
  2. -samplesize 256 In bsp phase AND in the light phase
  3. Looks like you might have too many lightmaps in this bsp for the game. Try increasing the sample size for your compile. Try a samplesize of 256 first to check if that's the problem. And make sure the bsp phase gets the samplesize parameter as also the light phase. ?
  4. GTA V on Epic Games Store for free.
  5. If you feel up to the challenge of doing a rend2 version I'd be very interested in helping you setting it up properly. ?
  6. An exporter is not planned, but some other useful features. More info about that will follow soon. I wrote a Noesis plugin and some blender plugin some time ago to do something very similar, but I wasn't satisfied with it, so I started writing this. It involved some nasty stuff like decompiling the bsp file to get the enitity infos into the old plugin and this was very annoying.
  7. Hello folks, I've been writing this importer for some time now and I think now is the time you can test this too. It's written for Blender 2.81. Older Blender versions are not supported because of incompatibilities in the material system. You need to unpack all your data to some directory because the plugin can't read pk3 files. Download: GitHub Download the import_ja_bsp_plugin.zip under Assets and install like every other Blender plugin. Copy your unpacked basefolder location into the preferences of the plugin after activating it and you are good to go. You will find a import -> JA BSP (.bsp) entry in your menu. Start importing your .bsp and go grab a coffee, it's pretty slow right now, this will be fixed when I have some more time. Known Bugs: - portals don't work - transparent shaders don't look like in the game (not really fixable I think) - some rgbGens aren't implemented - some tcMods aren't implemented - skyportals aren't implemented - fog is not implemented - animmaps aren't implemented - tcGen environment is not outputting the same reflection vector as the game - potentially load order of the shader files is wrong (maybe someone could check that for me? ? ) - only one imported map at the same time is working properly - system console still prints some debug info that is not needed for a user Pictures:
  8. Yea, still kicking. The Stormie models I use are old ones from DT85. He made them for a Source Mod he and I worked together on some time ago: Star Wars: The new Era
  9. Working on implementing the disintegration effect in gl2. Also added back stencil shadows.
  10. If you are talking about rend2 which is mp only btw, it's completely compatible with the latest openjk version afaik. Gl2 which is the sp fork of rend2 I'm working on is not compatible with openjk because I needed to alter the rendering api to get some stuff working like hdr image loading. I made compatible gl2 versions for jk2:enhanced (credits to eezstreet who started the port) and jk:enhanced. Theres no public build available for now.
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