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SomaZ

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Everything posted by SomaZ

  1. You could try the -subdivisions 0 (0 already increases the subdivision level of patches) flag in the bsp phase of q3map2. No idea, if this changes collisions though. Edit: Do you have -patchmeta in the bsp phase btw?
  2. Check this: https://jkhub.org/topic/7468-rend2-a-modern-renderer/
  3. Isn't there a download link in the rend2 thread ?_? Problem is that it only works with an older OpenJK version. Limitations are the same for polycount and vertecies per object. GL2 is DF2 exclusive right now, except the JK:Enhanced version, which is also only available as source code. Warzone renderer has a JK Galaxies port, else it's only available for warzone.
  4. Or wait for the DF2 Mod?
  5. Ah, good to know. Every vanilla text file from the game seems to be an "utf-8 without bom" encoding, at least that's what notepad++ says. This may be different from version to version (steam vs cd)?
  6. Looks like we could have a winner here!
  7. Also, it's kind of a bad idea using the same shader name that is in use by the base game. If you are using models/weapons2/blaster_r/e11 as shader name/path that should be fine. Else it could be conflicting with the base weapons.shader.
  8. Try gimp.
  9. maybe this is the problem? Export the md3 again without a file extention for the image/shader.
  10. Just download Ahuras Bryar replacement. It uses shaders, also the view model one.
  11. Last thing I can think of is putting the shader file into a pk3.
  12. Is the shader file encoding right? "UTF-8 without BOM" would be the right encoding afaik.
  13. The only answer should have been: Text Editor and a compiler. Nevertheless, great work.
  14. Because it is a logical thing? With that, everyone can have a piece of the cake. Base JKA modders, DF2 modders, even Q3 modders. Dynamic lights btw will be included in the workflow. With this, we will be able to preview lighting without the need to compile the map, which will save a lot of time. Now enough, be patient! @@Corto Well the Blender format is .blend, but it can import everything we need. I will explain the workflow, when its ready to use. I think there is a maya preset in Blender.
  15. I guess you won't like the alternative, which is Blender. But still, this is the easiest way to work with, with wonkos tools combined. Had some nice ideas about it today.
  16. Yea, eg. model lighting, which is not possible with the method in the link. It's pretty much the same technique, but not everyone can use 3dsMax. More infos later.
  17. I exchanged some ideas with @@AshuraDX about this. Let's say we found a way to achieve this. Right now it's experimental, but you will hear about it in the near future.
  18. Ah, you are right. It's just the native resolution.
  19. R_mode -2 will give you borderless windowed Mode, else r_mode -1, r_customwidth 1920, r_customheight 1080.
  20. His eyes point slightly outwards. Looks a bit like a toad. Also the reflections on his eyes are mirrored. This may increase the effect.
  21. Don't get me wrong. This is a huge improvement, but he looks super derpy. You should fix his eyes.
  22. Hm, I'd say ask @@eezstreet. He wanted to build some force plugin method for jk:enhanced. Like giving the people the possibility to add forcepowers via mod instead of a complete code mod. Would be pretty nice if you could work this out with him and publish those new power ideas as templates for others.
  23. Coder yes, time no. Sry can't help you with your quest for better flight controls.
  24. Since when I'm not part of the DF2 mod team anymore?_? @@Keyten Yea, this is my youtube channel. It shows some stuff I've implemented in GL2 (rend2 sp port by DT85). To clarify some things. Bump-mapping is not supported, only normal-mapping. Height can be used too, but this is for parallax-mapping. TBH we won't get to the point where jka looks like cryengine or ue4. Maybe somewhat close, but still not the same. This is simply because I'm currently the only gl2 developer and do this in my spare free time. Also I'm still learning all of this, so this is not simply writing the render code but learning by doing, which often results in trial and error. If you want to make gl2 compatible materials, you could check out some PBR texturing tutorials on the web. @@Asgarath83 I didn't know atlantica had compiled normal-mapping in it. Never noticed it.
  25. A shiet, they found it. Well, I guess we should start making some stuff public on the forum too. What do you think Circa? Maybe a dev interview with @@DT85 with some pretty pictures? Feels a bit like we all fell in some kind of summer slump. Edit: We could release the mod-kit afterwards or maybe at the same time?
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