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SomaZ

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Everything posted by SomaZ

  1. Try setting r_ext_multisample to like 6 or even higher. Not sure if it works with the default renderer. EDIT: restart video after that, with "vid_restart"
  2. You should check again your add-ons. The importer and exporter are two separate add-ons that are named the same way. Filter by exporters and enable the right one.
  3. @@DT85 Don't play down your own archivement. Because of you DF2 and JK:Enhanced get the chance of getting a better render-engine. I will write you some overview over the renderer progress, when I got some time. I'm very busy today and probably the next two days.
  4. Another shameless double post featuring some deluxe mapping and stuff.
  5. Oh, I faked some pbr materials, improved the deluxemapping and added some smoothing to the dynamic lights (not shown here). Pictures got really dark. My screen is very good at showing dark areas. I brightened the new screenshot and added some new materials. I guess I make a video later today. I noticed I need to write something to blend between cubemaps. There are some faces that don't share the same cubemap and "break" at the edge between those two faces, which is ugly.
  6. Yea, only entities. Is there special code you use to read -onlyents bake runs or is it compiled to the bsp?
  7. double post woohooo! I was fixing some stuff, improving deluxe mapping and some other stuff and decided to fool around with a bit of mapping. ^^ Made 3 materials with bitmap2material and got bored. So nothing really usable for a final product, but I thought I'd share some screens.
  8. Simple answer, no. Just because you wont need a new version of q3map2. ^^
  9. eezstreet made a port of my current GL2 version for his JK2:Enhanced. I wouldn't advise using it in the current state though. Some stuff is simply not implemented yet and this will take some time. There is no ETA. I can only say, that it's ready when it's ready and don't expect a release this year.
  10. Yea, sure. Without proper Materials everything will look strange.
  11. It should be easier to use than the current lighting system. It won't break compatibility with GL1. It's simply some new entities to place on the map that are ignored by GL1.
  12. Yey, vertex lighting! *_* (just kidding) Ok, now I want you to ask if you got all the JO map files? PBR doesn't necessarily look good if you only use the new pbr materials. You also need new lighting. As I already told everyone in Discord I'm currently working on a new light system that's completely working on the GPU. This will result in very different light placements and the removal of all the fill lights that are extensively used in JO. I will also write support for the old shadow technique, which is used by the vanilla game (so one can choose between old shadows and lighting vs the new system, performance wise). The new system will completely ignore the pre-generated lightmaps and lightgrids and will only rely on the new light entities (and some diffuse environment probes that are automatically generated by the renderer to compute global illumination). We will keep the rend2 compatibility to the vanilla system, but will expand the system for much higher quality. This will require some additional love in mapping, besides the new materials. I'm just writing this to make sure that you know what you've been up to. ^^
  13. Fix for the mentioned problem: https://github.com/SomaZ/OpenDF2/commit/1b5a553ab06460c50fc1bbd83d4650e469b8e434
  14. @@DT85 @@AshuraDX I have no idea, why this simply doesn't work. I'd say grab CMake and Visual Studio and compile it yourself. Then try to start it with debugging. Else there is a way to enable openjks full log with a shortcut parameter. Something like -loglevel 4 or something like that. I think Ensiform recomended it recently to another guy in the openjk forum. Maybe a quick search will lead you to that post.
  15. No, your shader (.mtr) is simply wrong. Remove the spec exponent and you are fine.
  16. If you remove the specular exponent in the shader, everything looks fine imo. You shouldn't use that keyword anyway. It's obsolete in terms of pbr. No need for manual adjustements, because energy conservation is part of pbr.
  17. Give me the model! (Please ) Pbr could be broken for the view model. Not sure. It's lit via the light-grid if I'm not mistaken. I'm still figuring out, how the lighting should be done in GL2, but I'm sure now, that I will go for deferred rendering instead of forward rendering. This means, I will rewrite massive parts of the rendering engine (maybe not massive, but still a lot). I scrapped the idea of forward+ rendering, because it would require opengl 4.3 to be efficient enough.
  18. The only thing that I don't understand is, that there is an iron sight and no front sight.
  19. If you are an Angel and recreate the textures for pbr, could you please pack your textures like red channel: roughness, green channel: metalness, blue channel: occlusion? Some people here, including me, would highly appreciate it. <3 Good job of porting it to UE4.
  20. Seriously, check out Unity. It's easy, has tons of tutorials, has a very good rending engine, nice particle editor, terrain editor, supports 32-bit (though the next comming versions won't support it anymore), is multi-platform and it's free. Only "downside" I see is the missing XP support. You should upgrade your OS nevertheless.
  21. Neither do misc_model_statics. This is part of the client actually, if I'm not mistaken here. Btw. It actually works on some parts of misc_models, but I haven't figued out myself when or where this can happen. Try adding something like "q3map_material HollowMetal" to your material in the shader.
  22. I could give you the Models. I don't have this Version of the map anymore. You could make it yourself with the provided Models. But it would require to close the holes in the meshes with brushes, since they aren't build to stand alone by themselves.
  23. What do you mean with standalone? The unreal application? Haven't been doing stuff with the map lately, just some testing with current gl2 improvements.
  24. Simply go with a tcscale in the shaderfile instead of reworking the texturing. There is a little bug in parralax mapping right now with tcscale, but thats easy to fix. For the lighting. I started reworking the shading from forward to forward+ shading. Hopefully this will greatly improve the dynamic light performance. To the GI stuff, this will take some time, as I still investigate the possibile implementations and which fits best.
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