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SomaZ

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Everything posted by SomaZ

  1. Metroid Prime 4 o.O YES, I need a stupid Switch!

    1. Show previous comments  1 more
    2. Tempust85

      Tempust85

      How many gangs would you like in your switch good sir? 2? 4?

    3. SomaZ

      SomaZ

      6 please.

    4. Onysfx

      Onysfx

      I'm not hyped. It could turn out to be an utter failure, like many reboots. I really hope it turns out good.

  2. @@DT85 Just look at the top of his no name soda can.
  3. I can't reply to a single thread in the KotF forum. Heart = broken :'(

  4. Well, I found some time to work on this again. This time rendered in GL2. Pictures: Video: Lighting on the pillars is fucked up, this is subject to change when I have some more spare free time.
  5. Hm, I think you overdid the rust part on the door. I kind of liked how the door turned out originally. Maybe lower the rust and/or dirt level a bit to get it to shine some more again. Also I'd like to see the colored parts pop out a little bit (height) and give them a lower roughness. (Seriously, only push em out a little bit) Nevertheless, PROGRESS!
  6. Update the renderer? Just a guess.
  7. I always thought the upper ground is out of stone too. At least it looks like it is in the videos. Nevertheless, I really like the progress.
  8. Long answer, I don't want to port it, because this system is not precise enough imo. I will probably build a similar system, but this is a lot of work too. Also I'm not sure right now how well this will work with the new light system. I'll add it to the wishlist.
  9. Yea, originally I thought we scrap completely the original light system, but I'm at the point where I'd like to keep it as an option for slower systems. This means we will keep the lights as they are. (even the floating ones) The new light system will completely ignore the original lights, lightmaps and the lightgrid.
  10. Simple answer, I don't want to. This also won't be needed when the light editor arrives.
  11. 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.
  12. added Linux support (based on Rostyslav Kurylo's work on rend2)
  13. 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.
  14. Don't forget that there are two options for parallax mapping. 1 and 2. 2 looks much better, but is also a lot slower.
  15. added WHISHLIST 16-bit image support (for more precise normalmapping)
  16. Technically you were right. We have a working version of rend2 for sp right now and Episode VII is out. ^^
  17. 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.
  18. @@DT85 sees the future! o.O
  19. 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.
  20. 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.
  21. @@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?
  22. Wrinkle maps could be done with ghoul2 models too. This is on the gl2 wishlist. I thought on using the shader system for it.
  23. That's the true spirit of modding. Keep up the good work.
  24. 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?
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