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SomaZ

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Everything posted by SomaZ

  1. @@skew Great, another one who's interested in helping with the renderer. To the SSAO. The random function isn't the problem imo. If there would be blur applied to the rendered image it would look ok, i guess (thats what the "big" engines do, if i remember correctly). You could look in the ioquake3 repository for some enhancements. They reworked their ssao some months ago. https://github.com/ioquake/ioq3/commit/93e1feaaad19fcc97459b8fd15492b1ff3551bc3 Have you looked at the c code or only the glsl code? I could use some help with other effects if you are interested. I implemented some refraction prototype that could use some work to get the vanilla parity of this effect. E.g. the wobble effect is not implemented.
  2. Damn, with parallax my fps drops so hard. The game tells me I have like 35 but it feels super choppy (got a gtx980ti). Nevertheless it looks great. Good work man. I started my own map for rend2 testing purposes but I've no experience with mapping for JKA. Learned the basics I guess, but I never looked into scripting and the fx stuff.
  3. Oh, you misunderstood me. I "know" how to write shaders. The problem is that the specular pass computes the light reflection based on the vertexes and not based on the screen pixels. The result is a not very accurate specularity unless the model is crazily tesselated or very small (like a lightsaber). So my idea was to fake the spec shading somehow. Easier question. When I use an model with transparency, does the environment stage get transparent on the transparent parts too? Second one, can I use a dublicate model on the same position with some kind of sorting to be "on top of the other" without z-fighting?
  4. Hey, I was just wondering if its possible to make some kind of specular shader working for models. Since the standard shader just works vertex based, its kind of useless for bigger models (unless one tesselates the object). What I thought of is an environment mapping stage with the specular map as an opacity value for it. Has anyone an idea how to archive it? Or is it even possible? Maybe doubling the model and use the transparency for the "decal/reflection" model and use the environment stage there? Thanks in advance.
  5. Yea, r_genNormalMaps 1 and it disapears when disabeling it. As I said, it appeared after the big pause. I also had it enabled with the older version and it never appeared that sharp.
  6. This is what I'm talking about. It may be unrelated to the problem Szico is talking about.
  7. https://www.youtube.com/watch?v=bioYs6oAD8g
  8. This happend after the big pause last year. So, the first new push broke it somehow. It's like the normal mapping generates to much shadow (or the old code doesnt at all). I think thats what Szico means with grainy?
  9. https://www.youtube.com/watch?v=ek_EVouA-CI
  10. So, I resolved a stupid mistake I did. Now it can finally go on.
  11. OMG! This is sooooo awesome. If you ever finish this, you get job offerings. Seriously, this is tripple A stuff. Keep up the very good work.
  12. One of the problems I ran into was the lack of good tutorials for using models in gtk radiant. I haven't found any tutorial about limitations or pro and contras for md3 or ase models. Right now its just trial and error for me porting my map. AshuraDX helped me with some good tips to get some things working. Like exporting brushes as ase and check their material entries to find out how to use shaders on ase models (though I'm not sure if this works as intended in my case, but I will check that). But I can understand that this is kind of off-putting for someone who want's to start mapping. Also because there are so many map editors that are much easier to use and allow much easier fine tuning for the final result. (e.g. UE4, Unity, Cryengine) The reason for me, why I started modding for this old game, is the rend2 development. I played a lot of JK2 and JKA as a teenager and I'd love to see, younger people enjoying these games as much as I did. Graphics are a major part of convincing people to play something. I saw that the development for rend2 was cancelled and wanted to enhance this. I'm always looking for a good challenge. Now that Xycaleth is working on it again, I can't wait for the finished renderer. So I started helping him in multiple ways. Bug reports, essential feature requests and right now porting one of my small ue4 maps with rend2 support. I also started working on the vanilla parity of rend2 (my refractive shading prototype). So, enough of me. Main reason I see for the "revival" is OpenJK. Multi-Platform (damn, this runs on my raspi3 ), lots of fixes and a very nice and helpful community behind it. Modeling for this game has never been easier, since the blender and 3dsmax plugins are updated kind of regularly, tools that convert fbx to md3 and so on. Imo mapping is not very popular because of nearly all the tutorials (at least on this site) are for sabers or characters. The GTK Radiant tutorials I found on the internet, are horribly readable. Nearly all of them look like from the 90th (and that's probably because they are). I'd love to see some well organized tutorials regarding mapping with focus on using models for details or other stuff (Maybe I will make one, when my port is finished). Nevertheless, community is going well and is growing (that's how I feel about it). And welcome back to JK modding.
  13. Simply make two css classes with the different backgrounds. Get local time in a script. Supply css class based on local time of the client. This should be no Problem. Just my two cents.
  14. Nor sure, but you maybe need to apply the rotation before exporting. Its somewhere in the bottom menu under "object", if i remember correctly.
  15. Dump models via the dolphin emulator maybe? Had a complete metroid model pack ripped from Metroid Prime 3. There is a 3d capture function in the emulator. It also dumps textures and so on. But cleaning the caputured scene is very annoying and then you still need to pose the model after that. I guess it would be easier to start a new model.
  16. Hello everybody, today I feel like telling you what I'm currently working on. Many people are waiting for a finished version of rend2. I felt it would be nice to have some kind of "show room" for the visual quality that can be archived with it. So I started porting one of my small maps to JKA. Because I never mapped for JKA before, it could take some time to finish it. But here is a video of my map in Unreal Engine 4.11. https://www.youtube.com/watch?v=UbWAPErsLYw I'm pretty sure that some effects can't be archived with the engine of JKA, but I'm positive that the result will still be good. Modeling is done in Blender and textures in Substance Painter 2. Since @@AshuraDX made a very nice smart material to "convert" pbr stuff to the old JKA shading style, I plan to release my map for the vanilla renderer and rend2. Here is a WIP screenshot: Criticism is welcome.
  17. Oh, that's too bad. :/
  18. As far as I remember you can decompile a bsp into a map and DT mentioned in the old rend2 thread that it still stores the light positions. Well, we should check that again. Then it wouldn't be any problem to make new indirect light maps for the original jka maps and enhance their appearence even more in rend2. Anyways. This looks very promising. Good job, very good job.
  19. Looks like it's tiled to many times. I never used easygen or radiant with terrain before, but I would try to reduce tiling in easygen until the result fits your needs (I dont know if easygen has a feature like that). So you have to simply scale your uv's of your terrain faces. Since its tiled to much, you have to scale the faces in the uv down. I hope that makes any sense. Maybe you can scale the uvmapping in the shaders, I dont know if thats possible.
  20. @Langerd I still have the old source mod Star Wars the new era installed. We got a pretty nice balanced team deathmatch cloud city map. It was never completed, but if you are interested I could make you some screenshots for inspiration. Oh, and this map looks awesome
  21. Now everyone's wondering what this means. That's kind of evil. I like that. Very good progress. Looking forward to some in game results. The suspense is killing me. Hahaha.
  22. Awesome! I'll try this next week.
  23. I disagree. They will never allow this to be released. First of all, they have their own battlefront. Making another one would be wasted time for their development team and they need another Studio to support the development, as the ea battlefront get more DLCs this year. What happens then? They have two similar games. People would get angry if they want the other game, but they don't want to pay again (EA would put a price tag on that, I'll guarantee it. Or another publisher.). Second. As far as i read galaxy in turmoil uses UE4. Epic want's royalty payments: I hardly doubt that ea (or another publisher) is willing to pay for a game developed by "them", because they have their own AAA engine. If they would make it, they would start porting everything again. So they could start all over again. Why developing a new game when the other one is running kind of fine? I really hope galaxy in turmoil will be released, but not under Disney nor ea. I'm really looking forward to some new videos of it. Let's hope Valve will do their best to get this going.
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