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Everything posted by SomaZ
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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.
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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.
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The only thing that I don't understand is, that there is an iron sight and no front sight.
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UE4 feasibility test (porting Kejim WiP)
SomaZ replied to ClydeFrog's topic in WIPs, Teasers & Releases
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. -
UE4 feasibility test (porting Kejim WiP)
SomaZ replied to ClydeFrog's topic in WIPs, Teasers & Releases
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. -
UE4 feasibility test (porting Kejim WiP)
SomaZ replied to ClydeFrog's topic in WIPs, Teasers & Releases
You should check out Unity 3D then. -
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.
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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.
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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.
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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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Can't wait.
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If you talk about UniqueOnes pictures, you are wrong. These are made in his Warzone mod. Oh nvm. I should read the whole thread before posting.
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Hey @@DT85 I can't load the map. I get some errors that the map objects are missing. (e.g. models/map_objects/07yun/tube_entrance.md3) Edit: Does the q3map2 compile create lightmaps for misc_model_static's? Edit2: Sorry DT to tell you this, but you propably need to remake the lighting at some point. Next thing I want to write is global illumination. Those fill lights wont be needed anymore then. Also these fill lights will fuck up deluxe mapping.
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Perfect, had the same idea some time ago.
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Tried it some time ago with no luck. I'll promise that I will investigate some implementations, but I can't promise that this will happen in the near future, since I wanted to change the render engine from forward rendering to deffered rendering. Problem is, that AA functions for forward rendering doesn't work with deffered rendering. So. Everything will happen when the time has come. Sorry Arch, I lost my temper. You are a great help, and you show the most interesst in this. This is very motivating to see people this interessted.
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Arch... Seriously, yes I know this will help. BUT there are so many other things to write and fix up that this has a rather low priority. I have a clear vision of what the final renderer should be capable of, when I'm through with it and obvious things like AA don't need to be mentioned. I really like it when you are helping, but this is rather annoying. This is not helpfull or productive. Sorry, I needed to say that.
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There is no AA right now.
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It has always been this way.
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Weather! This apperently broke a lot (I did to be exact ). Need to fix up all the stuff. But it works. Edit:
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@@Sir Crusher You should know, that the video on youtube you commented on is from a fork of rend2, which was ported by DT85 to singleplayer and modified by me. I added some pbr cvars and some very little enhancements. @@DT85 Is there a public build for people who want to play around with GL2? Some things to notice: - rend2 and GL2 (which is the sp fork of it right now) use a different layout for specular textures. - both use the metal roughness workflow - rend2 specular texture gets interpreted as: red channel is the metalness alpha channel is the roughness - GL2 specular texture gets interpreted as: red channel is roughness (can be gloss, smoothness or shininess too, but you need to make sure all your materials use only one of the values) green channel is metalness blue channel is occlusion - shadows are only implemented for the sun Ok here is a short form tutorial. Mapping and compiling materials and shaders For more information, go to: https://github.com/ioquake/ioq3/blob/master/opengl2-readme.md
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Don't forget to read Biochips and Mona Lisa Overdrive. (Biochips seems to be called Count Zero in english) If you are into cyberpunk, I'd recommend you Snow Crash (Neal Stephenson). No spoilers, simply read it. Edit: Oh btw, nice idea with this thread!
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*effects so Painter 1.7.3 has the "effects" Short tutorial: - make a fill layer - make it affect height only - adjust depth in the fill layer to match your target depth (you can change it later on) - add a black mask to the fill layer - select the mask - paint the parts white that should be pushed in - click on the effects button - select blur - adjust blur - click the effects button again - select levels - adjust levels to your needs - ready You can simply take the baked depth map as mask instead of a hand painted one.
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https://discord.gg/gFKwH85 this one?
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https://discordapp.com/channels/200934142278369281 I pop in from time to time. Though we could use a separate channel to chat. Oh Arch, I will make a list, when I got some time. I'm very busy right now. (work and stuff)
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Both work fine.