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SomaZ

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Everything posted by SomaZ

  1. 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.
  2. 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.
  3. @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?
  4. 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.
  5. 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?
  6. 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?
  7. @@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.
  8. 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.
  9. 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?
  10. Wow, Galaxy in Turmoil now has an public shop entry in steam. It's happening!

  11. 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.
  12. 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.

  13. 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.
  14. This is what I'm talking about. It may be unrelated to the problem Szico is talking about.
  15. https://www.youtube.com/watch?v=bioYs6oAD8g
  16. 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?
  17. https://www.youtube.com/watch?v=ek_EVouA-CI
  18. So, I resolved a stupid mistake I did. Now it can finally go on.
  19. 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.
  20. 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.
  21. 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.
  22. Nor sure, but you maybe need to apply the rotation before exporting. Its somewhere in the bottom menu under "object", if i remember correctly.
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