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SomaZ

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Everything posted by SomaZ

  1. Simple answer, I don't want to. This also won't be needed when the light editor arrives.
  2. Got a working version of OpenDF2 on Linux. I builded a second computer and didn't want to put a Windows on it. Now I can test performance optimizations on a slower computer. If anyone is interessted in the linux build I could upload it somewhere.
  3. added Linux support (based on Rostyslav Kurylo's work on rend2)
  4. You didn't provide any info, but I think you might not be able to compile the provided source code on linux right? Try this branch: https://github.com/RostakaGmfun/OpenJK/tree/linux-fixes If there are warnings in the building process like "unfinished Block" or something like this, you need to resave the glsl shaders, else the compiled game will crash after the splashscreen with an "unable to link shader" message. Hope this helps.
  5. Don't forget that there are two options for parallax mapping. 1 and 2. 2 looks much better, but is also a lot slower.
  6. added WHISHLIST 16-bit image support (for more precise normalmapping)
  7. Technically you were right. We have a working version of rend2 for sp right now and Episode VII is out. ^^
  8. I know that a skyportal is a 3d skybox. Well, I guess I will play around with the map once more to figure some things.
  9. @@DT85 sees the future! o.O
  10. I always found NURB's to be a pain in the ass tbh. I loved my TurboSmooth modifier. (Yea edge loops can be a pain in the ass too) I started modding in the crymod forum (that doesn't exist anymore) and learned pretty fast what a normal map is, but never understood or had the drive to learn how to bake them. I didn't even know that you can do this. Always hand painted heightmaps and converted them with a nvidia tool to normal maps. Ok, @topic I got the source files for maw and fooled around a bit. This map is a serious challenge to run well on gl2 right now. I get like max 70 fps which is kind of low for the system I'm using. Found a simple workaround for the not working sky portal and faked global illumination with the addition of using the gl2 sun (nice shadows everywhere *_* ). I have a question though. Does a skyportal increase performance noticeably? The transition between the rock formations everything is build on and the sky portal is kind of obvious. I'd love to see some pictures of the map out in the public. Of course fine tuned for gl2.
  11. Well, this applies to character development. What's with all the map objects we need, like chouches and lamps and all the stuff? Just look at level 5 of Dark Forces 2. We need a lot of props to make that map look good. Maybe splitt 3D Artist in two categories. One for props and one for characters. Highpoly modeling and baking is a required skill, but scupling only applies to characters imo. Ok, you can also make props look a lot better with it, but most things that aren't organic can be dealt with normal highpoly modeling. I just wanted to point out, that the sentence mentioned above is a bit of a turn off.
  12. @@DT85 Maybe you should remove the "If you're skilled" part in the "About: Dark Forces II Mod" thread. This sounds like we're dickhats and that we're very picky. I learned a lot about modding in my time in the TNE modding crew. (Damn I miss these times) I started with nearly no knowledge about baking processes and texturing. This was the time I learned the most, not only because there were many skilled people around me, but because I pushed myself very hard to reach the level of the others. I guess even a person who simply makes simple map object block-outs is very useful. Thoughts on this?
  13. Wrinkle maps could be done with ghoul2 models too. This is on the gl2 wishlist. I thought on using the shader system for it.
  14. That's the true spirit of modding. Keep up the good work.
  15. Sorry, but this is kind of stupid for such a project like ours. We want attention as fast as possible to acquire more texture artists, modelers and mappers. Else we will be still working on the mod in 2020. Imo the gorc/pic map with deluxe mapping and both as opponents will suffice to impress alot of people. One gameplay video of it would be enough. We aren't super AAA publishers and have to show only the best looking things. We are fucking modders. I myself love to get some feedback on things I made from as many strangers as possible.I'm just saying this, because lighting will take a long time to be finished and we shouldn't waste much time to get attention. Little list of things we need imo: - one finished map (gorc & pic would be perfect) - at least a finished gorc, better pic too - kyle first person model with ashuras bryar completely animated (as these are all wip) Alternative map would be maw, because @Ramikad's map looks fucking impressive. (Btw, can I get the source files of it, please ) Yun is nice to have and to finish first, but it's kind of boring. Another thing. Maybe we should make an application sub forum in the public area?
  16. This thread is intended to show some overview on the progress of the GL2 render-engine. Please don't post any suggestions or wishes here, only status updates on the render-engine. There is another thread intended for it: https://jkhub.org/topic/5120-feature-opengl-2-renderer/ I will keep this post updated and I will post changelogs. Finished (from rend2) - normal mapping - specular mapping - parallax mapping - HDR + filmic tonemapping - multisampled antialiasing - improved texture compression support Added - experimential horizon fading support (needs to be put into mtr shader definitions) - parallax mapping on unlit materials (from ioq3) - autoload _n _nh _spec and _rmo textures (.rmo only if r_pbr = 1) - deluxe mapping - misc_bsp support (by Xycaleth) - Linux support (based on Rostyslav Kurylo's work on rend2) - support for both PBR workflows (specular gloss and roughness metallic) - proper environment probe evaluation based on the split sum approximation introduced in the "Real Shading in Unreal Engine 4" paper - screen space reflections Fixed - metals gets rendered as nonmetals at cubemap generation (from ioq3) Need to build cubemaps twice for proper metal rendering in cubemaps now. I will implement this in the near future. - force speed trail (not completely fixed, but much better, will be replaced with motion blur when implemented) - normals and tangents on ghoul2 models for normal mapping - "invalid src blend state bits" error for the JK2 menu and every material that uses "GL_ONE_MINUS_DST_ALPHA" or "GL_DST_ALPHA" - disintegration effect - fog (started by Xycaleth) WIP (in order of prioritys) - real time occlusion culling - shadow rendering (prototype is working) - deferred rendering (prototype is working, its more like a pre pass lighting system now, kind of) - real time lighting - PBR: IBL: done AO handling: missing Specular calculations: done Diffuse calculations: missing - global illumination - weather (started by Xycaleth) - surface sprites (started by Xycaleth) - refraction rendering (prototype is working) - water shader (prototype is working) - realtime light editor mode (cooperation with ezzstreet) working on a blender plugin to place lights and cubemaps TODO - motion blur - ghoul2 marks - flares (works, but needs a better system imo) WISHLIST (maybe never implemented) - equirectangular images for skyboxes - 16-bit image support (for more precise normalmapping or hdr skyboxes) - soft particles - anisotropic brdf - procedual sky - light emitting materials - detail normal mapping stage - wrinkle maps: animation blended wrinkle maps (example: facial animations) deformation blended wrinkle maps (example: dynamic cloth folds) - sub-surface scattering - eye shader with texture warping filter which correlates to the incoming light Images: Videos:
  17. @@DT85 Had the same idea yesterday evening. About uniqueOne. I doubt he will help much, because he's pretty busy with his own renderer. I also think that his scope for a renderer is different than mine. His renderer tends do go very colorful and vibrant. Ours should go in the direction of photorealism, very detailed in shades not only colors. I might be wrong about his scope.
  18. Updated the list. I have changed the order of entries in WIP to reflect my opinion on priorities.
  19. Well, winkle maps shouldn't be a big problem, as long as I can find out which animation is played. I have no idea how this works right now, but I can check that. On sub-surface scattering. I thought on maybe using a technique they used for uncharted 4, but I first want to get lighting done properly and this will take a long time to complete. Also weather is more important imo. Well, we will see.
  20. So my status report of the renderer. Finished (from rend2) - normal mapping - specular mapping - parallax mapping - HDR + filmic tonemapping - multisampled antialiasing - improved texture compression support Added - experimential horizon fading support (needs to be put into mtr shader definitions) - parallax mapping on unlit materials (from ioq3) - autoload .n .nh and .rmo textures (.rmo only if r_pbr = 1) - deluxe mapping - misc_bsp support (by Xycaleth) Fixed - metals gets rendered as nonmetals at cubemap generation (from ioq3) - getting the right stage for dynamic lighting on multi-layered materials - force speed trail (not completely fixed, but much better) - normals and tangents on ghoul2 models for normal mapping - "invalid src blend state bits" error for the JK2 menu and every material that uses "GL_ONE_MINUS_DST_ALPHA" or "GL_DST_ALPHA" WIP (now in order of prioritys imo) - shadow rendering - deferred rendering - real time lighting - PBR: IBL: doneAO handling: doneSpecular calculations: doneDiffuse calculations: missing- global illumination - fog (started by Xycaleth) - weather (started by Xycaleth) - surface sprites (started by Xycaleth) - refraction rendering - realtime light editor mode (cooperation with ezzstreet) TODO - WATER SHADER (how could I forget something like this) - ghoul2 marks - flares - anisotropic brdf - advertisements (like making some good videos and flood social media with them ) - screen space reflections - disintegration effect (???) - ?? WISHLIST (maybe never implemented) - procedual sky - detail normal mapping stage (my personal whish I will probably grant myself ^^ ) - wrinkle maps - sub-surface scattering
  21. Yep, but not rendered as a volume please. I'd like to see where the cubemap bounds collide with solids.
  22. I'd like to have a preview sphere for cubemaps. Pretty please. Edit: We only need the size. No need for an actual cubemap, just to make sure that I'm no saddist.
  23. Ah sry, I actually use a value of 12 with rend2-sp and thought 6 would be fine for you. But I'm glad it worked out for you.
  24. I will never understand this. I'd love to play around in this kejim port of ClydeFrog, but this video is ugly af. Every bad material work is simply overblended by super gloss. Then every where the same stupid detail normalmap that would imply the materials are rough, but then again, super gloss. An example, a metal floor where like a hundred stormies walked over is smooth like polished glass? Thats simply stupid. They should start making proper pbr textures and hand them over to eezstreet for his JK:Enhanced.
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