Jump to content

SomaZ

Members
  • Posts

    434
  • Joined

  • Last visited

Everything posted by SomaZ

  1. 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.
  2. This is what I'm talking about. It may be unrelated to the problem Szico is talking about.
  3. https://www.youtube.com/watch?v=bioYs6oAD8g
  4. 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?
  5. https://www.youtube.com/watch?v=ek_EVouA-CI
  6. So, I resolved a stupid mistake I did. Now it can finally go on.
  7. 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.
  8. 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.
  9. 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.
  10. Nor sure, but you maybe need to apply the rotation before exporting. Its somewhere in the bottom menu under "object", if i remember correctly.
  11. 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.
  12. 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.
  13. Oh, that's too bad. :/
  14. 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.
  15. 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.
  16. @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
  17. 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.
  18. Awesome! I'll try this next week.
  19. 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.
  20. Here you go: It's a "simple" script in the Tools folder in the latest download. https://code.google.com/archive/p/wire3d/downloads I'm not sure if this is still functional under a recent version of unity though.
  21. I thought of something like using Unity for making the maps and export them in any format you "want" to implement, as you can script the export of the map. Here is something that does the opposite with id3 maps: https://github.com/mikezila/uQuake3 The nice thing about it is that you can make lightmaps like in radiant (maybe another format or algorithm though) which is nice for interior light. There was a homebrew 3d engine for wii which used unity to make the maps and export them for the engine. The source code for the complete engine + unity exporter was available. (I can search that for you if you are interested) Another nice thing would be that one could automate the material creation (shaders) + automate the copying of the texture files for JKA, but thats just some fantasy of mine. Oh and btw. very good progress. I love to see updates here.
  22. Ok, never experienced that before. Even on websites with white background. But if it affects somebody, we should really consider leaving the bright ones out or tone them down. (even if that includes my submission )
  23. Two things I want to suggest: Could you please hide the voting results until the voting phase is over? Is that possible? People tend to pick up other peoples opinion, by seeing the current result. People can only vote if they are members since May or something like that. (Not sure if that's common in this forum, actually I doubt it, but I have seen a lot of contests where people created some fake accounts to vote for themselves) To all the people participating in this contest. May the force be with you. P.S.: For sportsmanship I wont vote for my own submission. I hope other people will do the same.
×
×
  • Create New...