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SomaZ

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Everything posted by SomaZ

  1. Last thing I can think of is putting the shader file into a pk3.
  2. Is the shader file encoding right? "UTF-8 without BOM" would be the right encoding afaik.
  3. The only answer should have been: Text Editor and a compiler. Nevertheless, great work.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Ah, you are right. It's just the native resolution.
  9. R_mode -2 will give you borderless windowed Mode, else r_mode -1, r_customwidth 1920, r_customheight 1080.
  10. His eyes point slightly outwards. Looks a bit like a toad. Also the reflections on his eyes are mirrored. This may increase the effect.
  11. Don't get me wrong. This is a huge improvement, but he looks super derpy. You should fix his eyes.
  12. 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.
  13. Coder yes, time no. Sry can't help you with your quest for better flight controls.
  14. 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.
  15. 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?
  16. @@Archangel35757 https://github.com/DT85/OpenDF2/tree/rend2-sp I guess.
  17. Looks like you are right. My brain played a trick on me. Could have sworn I had seen a tutorial, where someone scaled up a base jka map with a misc_bsp enitity. Very odd. o.O
  18. The misc_bsp is the space map. You scale the map instead of everything else, which should be better in the first place. Though I noticed that you might not be able to use a large scaled map that exceeds the normal limitations. But it's worth a try.
  19. There is a way right now for doing it without changing the code in any way. You need two maps. First one is the main map that stores all the information that is important. The second one is simply a map with a misc_bsp entity with a scale. Model would be the first map, scale anything you want it to be. You'll only loose some precision for model lighting, since you also scale the lightgrid from the first map.
  20. Ah, rend2 has its own tangent space calculations. Thought on adding mikkt-space, but for now you simply cant get the right tangents and bi-tangents, sry
  21. What about breaking up the map in multiple parts and use misc_bsp entities?
  22. I already did with the cubemap convolution code, but it only works on the rend2 weather branch (simply because I did a port of this branch and it changed alot, so I didn't want to backport my code), which renders rain on every map, all the time. Every part of the code of DF2 is public. You simply have to search it on GitHub....
  23. For this you need to understand how normal mapping actually works. It fakes the normal direction of the surface and darkens the areas that point kind of the same direction as the light. Problem with that is, that you have to know where the light is, to compair the normal vector and the light incident vector. The real problem in this case is that all the surfaces lit by static lights only store the information of how much light there is and which color shines on it. This information is stored in the .bsp as a lightmap (actually several ones). You have no information about the incident light vector. This results in normal mapping that is only visible with (real) dynamic lights like saber and muzzleflashes. You have multiple options. First one: Tell the shader before compilation that there is a normal map and bake the occlusion information in the lightmaps. Pro: Easy to work out, you find a tutorial in the tutorials section about it. Con: You actually loose the advantage of very crisp normal mapping for static lights, because lightmaps have a low resolution. (you could krank it up in GTKRadiant, but you will loose lots of performance overall) Second one: Use fxRunners. There was a map Scizo made for rend2 and he added dynamic ligths via fxRunners. I have no idea how this works, I guess you can find the map 2 or 3 pages prior this one. He included his map file (also all his shaders, textures and so on, so this is worth a look for you). Third one: Use parallax mapping. Example also in the map made by Scizo. Last one (not a real one I guess): Fix deluxe mapping in the rend2 branch and simply compile your map with -deluxe in the lighting stage. (this technique is not perfect, but it should suffice for most cases) GL2 can use deluxemapping, ioq3 too. Hope this helps.
  24. A little sneak preview of the upcoming tutorial. This is in Blender btw. http://i.imgur.com/N2aw0Bl.jpg

    1. Show previous comments  6 more
    2. SomaZ
    3. minilogoguy18

      minilogoguy18

      Will you be releasing the code for this for others to make plugins for other softwares? I'd like to make maps in 3D software but not blender.

    4. SomaZ

      SomaZ

      There will be no map export. Only import. And a way to export new lightmaps. GI for all the maps!

  25. Working on a nice tutorial and two or three nice releases.

    1. Show previous comments  1 more
    2. SomaZ

      SomaZ

      Wait until you see what the tutorial is about. Hope there are some people interessted in this.

    3. Ramikad

      Ramikad

      Let me guess: crystal mining? :P

      Although you make it sound like it will be about some Powerful Blasted Renderer...

    4. SomaZ

      SomaZ

      Kind of, but it won't be GL2 or rend2 exclusive. Well you will see.

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