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SomaZ

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Everything posted by SomaZ

  1. Oh yea, the pause is caused by the way the alpha is calculated. It counts down from like 240 to 10. Should be easy to fix. I guess I can fix that later today.
  2. Progress!
  3. Ok, good news everyone. I got the refraction rendering working in SP. @@DT85 There seems to be a little mistake in your RB_RenderDrawSurfList . I just copied the first part (first line to the part where my code hooks in) from the mp rend2 and it starts to recognise the refractive surfaces. I'll try to figure out what causes the problem. Also the cull type for the refractive surfaces should be CT_BACK_SIDED. I have no idea why, but it works for force push and pull. I guess I'll add the rest of vanilla features and make a pull request on github. So stay tuned.
  4. @@DT85 Oh, the cvar is r_refraction. Maybe this is the problem? After looking briefly at the vanilla code, I'm pretty sure the sp vanilla code handles the refraction/distortion like the mp renderer. I will still look at it when I'm home.
  5. @@DT85 Crazy, eventually SP handles this differently. I'll check that tonight. Can I get a copy of your code to check it?
  6. If you need a start for the refraction rendering: https://github.com/SomaZ/OpenJK Needs a lot of optimiziation though and some stuff of the vanilla refraction rendering is missing. Eg the wobble effect, refractive surfaces are not sorted in the right way and so on. Maybe someone finds a better way of doing it. Right now it uses another framebuffer, which is memory consuming. The shader is poorly written.... and so on At least it doesn't look to bad.
  7. Sorry, no news so far. I was very busy the last weeks. @@RAILBACK I'd love to get some help with bubbles and fishes. ♥
  8. Oh, haven't even noticed that there is some google doc. I want to participate if there are still some people interested. I can't change anything in the doc btw. Only readable for me.
  9. Looks good, but imo you should use an environment stage for some stronger highlight. Right now it looks pretty dull. Also, the scratches along the edges are to continuous and repetitive for my taste.
  10. SomaZ

    misc_dlight

    I'd say it's a light entity, but it doesn't get computed while compiling but in real time in the game itself, like the saber lights or light emitted by blaster shots.
  11. I know it sucks, but I can only say: I'll release it when it's done. Some models are still missing, I want to fake the water caustics, add moving light shafts, make it playable (means adding propper collision to everything, add pickups, some spawnpoints and so on) and then add rend2 support (maybe later). So this could still take some time. :/
  12. Some WIP:
  13. Thank you for the kind words. There is still a lot to do, but progress is steady. I guess I will start tomorrow with fixing the models since some normals are messed up, also adding the missing pipes and adding the railings. I'd love to add my terrain to the map, but it is one very large model (in model scale not file size or polycount) and I'm not sure if the model formats of jka will allow such a large model. Maybe anyone has an idea for a solution without separating the model in little pieces? It has only one 4k texture. I don't want to make the terrain a cubemap, because I want to fake caustics on it.
  14. So, as promissed here is some WIP of my fake spec shader. I think it looks kind of cool.
  15. You probably are right. But first lets see who want's to participate and who gets the map leader. I agree on Lazarus as the leader.
  16. Hm, ok, this makes me a bit sad. Then I have to finish my shelter map myself. Then this will only be a duel map, but I'm ok with it.
  17. @Darth Futuza Love the pictures you gathered. (especially the ff one and the fusion reactor ones ) Sounds would be great as I have no idea about this. So, goal of the shelter map would be to make a great ffa (maybe ctf?) multiplayer map. So story is irrelevant. Theme: underwater shelter near an underwater volcano License: Other players may modify and share this work so long as they provide credit to the original author(s). Workflow I had in mind: Everyone gets 1 week to contribute map parts. If needed you can get up to 3 more days (maybe between other contributors phases). Texture,shader and sound improvements can me "submitted" until every contributor finished their parts. The latest contributor gets 4 days more to compensate the time he is missing for improvements. Before the release every contributor gets the chance to enter a discussion about the final map to match the contributors expectations. If the map leader disagrees with a point, the complaining contributor has to "obey". WIP pictures are welcome so every participant can contribute or indicate problems. Oh btw. @Lazarus are you in too? Maybe we should summon some mappers here?
  18. Something I noticed and that bugs me. Nevertheless a great model. Can wait for a finished version. Edit: Never mind, I should read the full thread before posting..... GJ Archangel, great model.
  19. Great idea Lazarus! I would offer my shelter map (since I haven't much time to make more rooms and stuff) if someone is interested. I got some time this week so I would work on it this week to complete the "ceremony room" with shaders and stuff. It got two different doors types and 3 are placed in the room (you can see them in the WIP thread in UE4). I'd love some help with it to show the power of rend2 (the map should look awesome in vanilla too, that's what I'm currently working on) and what we can archive with it. I can help with rend2 shaders and textures if someone wants to map but has no clue how to supply the fitting textures. Theme is an underwater shelter. The story in my mind behind it is not Star Wars related, but that doesn't matter, right? Is that ok for such a project?
  20. First, I think we won't get the permission to supply cmake. Then, you really want the user to mess around with the path variable, if the cmake install fails to set it right? (yea, I got that problem once. Now I know what the PATH variable is ) Calling cmake via c++ is no problem, since this is a command line tool. Did a similar thing some time ago. Only the configuration could be a problem. gcc should be no problem either. Though, wouldn't it be easier to simply download the latest compiled files? Set the gamedir in the launcher -> download -> unzip -> copy/overwrite files -> good to go -> profit?
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