-
Posts
431 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by SomaZ
-
- 42 comments
-
- Episode 7
- Star Wars Related
- (and 5 more)
-
- 75 comments
-
- Episode 8
- Bot Support
- (and 8 more)
-
- 39 comments
-
- Menu Support
- Team Support
-
(and 5 more)
Tagged with:
-
- 19 comments
-
- Star Wars Related
- Droid
-
(and 4 more)
Tagged with:
-
- 9 comments
-
- JKHub Exclusive
- Male
- (and 5 more)
-
-
- 16 comments
-
- Staff
- Non Lightsaber Based Weapon
-
(and 1 more)
Tagged with:
-
- 23 comments
-
- NPC Support
- Menu Support
-
(and 5 more)
Tagged with:
-
Hey DLT-19, welcome to the Hub! I could send you some maps to test if you want to. I dont really see the point in implementing doom shaders, but maybe theres a valid reason I dont know yet. Maybe write me on discord if you have an account there. Makes it a bit easier than writing on the forums. P.s. MaximumMurks is actually my youtube account.
-
Substance Player is free (if you register on their website...) I think I've seen another older substance player version on another website without registration. But I've no idea if this works together with my substance.
-
I created a substance that works with substance player if you want to pack materials for rend2. If you need any help with it, ask me. https://www.dropbox.com/s/0csgk4kh7grdkvt/rend2_mat_packer.sbsar?dl=0 Rend2 btw uses either metal roughness pbr materials or specular gloss pbr materials. The vanilla way of defining specular works but is not pbr'ish
-
The heads look a bit to small. Other than that, looks great. Now we need more stormtrooper randomization ingame. ^^
-
Jka does per pixel shading for lightmapped and lightgrid lit objects. Vertex lit objects aren't per pixel shaded. Problem with normal mapping is that you need the light incident vector. Only the lightgrid stores this, so the problem is normal mapping vertex lit and lightmap lit objects. One can kind of fake it with the lightgrid in modern opengl, but it's not preferable. There are surfaces that are out of the affection volume of the lightgrid so you still won't get a proper incident vector for these. Btw, HDR rendering is not a posteffect. Tonemapping, which is essential for hdr rendering, is a posteffect. Problem is that all jka lightsources are LDR, so you would need to fake HDR for vanilla maps and that's also not preferable. Edit: Player models are lightgrid lit. They compute the light contribution once per model. The renderer takes the center of the model and interpolates the lighting from the closest lightgrid points. The renderer adds dynamic light contributions to the lightgrid values then. The complete model gets shaded with the computed values. (Direct light color, direct light incident vector and ambient light)
-
It shows how the damn menu shader looks. As I said, copy it, rename the shader, change the path to the roq file. Optional: add a fancy preview image as ramikad suggested with qer_editorimage. Add lighmap stage or else as needed and you are good to go. -.-
-
I may misinterpret your text, but I assume that you think it's only showing how to convert a roq. It also shows a shader that can be used ingame. I mean, you can copy the shader with your paths and name it like you want to. Sry, if I misinterpreted what you said though.
-
There is a tutorial: https://jkhub.org/topic/10135-creating-a-roq-video/