Jump to content

SomaZ

Members
  • Posts

    420
  • Joined

  • Last visited

Everything posted by SomaZ

  1. Wow, Galaxy in Turmoil now has an public shop entry in steam. It's happening!

  2. 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.
  3. Earth's Special Forces is still alive and looks sexier than ever. :D

    1. Show previous comments  3 more
    2. Ramikad

      Ramikad

      Wasn't that for Quake 3?

    3. Stoiss

      Stoiss

      no it was call bid for power or somthing the q3 mod of DB Z :)

    4. SomaZ

      SomaZ

      HF1 mod with awesome graphics. Check it out on moddb.

  4. 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.
  5. This is what I'm talking about. It may be unrelated to the problem Szico is talking about.
  6. https://www.youtube.com/watch?v=bioYs6oAD8g
  7. 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?
  8. https://www.youtube.com/watch?v=ek_EVouA-CI
  9. So, I resolved a stupid mistake I did. Now it can finally go on.
  10. 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.
  11. 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.
  12. 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.
  13. Nor sure, but you maybe need to apply the rotation before exporting. Its somewhere in the bottom menu under "object", if i remember correctly.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. @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
  19. ESL One Frankfurt was awesome, but OG won again... That's getting boring af.

  20. 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.
×
×
  • Create New...