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SomaZ

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Everything posted by SomaZ

  1. 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.
  2. 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.
  3. 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
  4. The heads look a bit to small. Other than that, looks great. Now we need more stormtrooper randomization ingame. ^^
  5. 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)
  6. They work with rend2, but they don't utilize the advanced shading features like normal mapping and surface roughness. Shouldn't be too much work to export the needed textures from substance for rend2. I can write the .mtr shader replacement.
  7. Any chance we can get a rend2 ready version of it? I could help you with the setup for it, if you are interested. Would be awesome to have one thing ready for a jka graphics overhaul. :x
  8. 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. -.-
  9. 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.
  10. There is a tutorial: https://jkhub.org/topic/10135-creating-a-roq-video/
  11. Simply put, no, it's not possible. Here is why: This effect is achieved by duplicating the mesh. The doublicated mesh gets pushed away from the original mesh. All the faces of the doublicate get flipped then and a pure black shader gets assigned. The shader system... can flip faces only per shader (bad, because we would need this per stage) can push vertices only per shader (bad, because of the reason mentioned before) can't doublicate faces (bad) So you see that none of the needed steps can be done via the shader system. This also effectively doubles your vertex and face count which is also pretty bad in jka. Edit: This assumes that you can't use a mesh in a skin file multiple times with different shaders. I have no idea about skin files.
  12. Yea, there will be a rend2 normal mapped one and I will rework parts of the highpoly. I was kind of hurt that you said that I did not bevel those edges even if every damn edge is already beveled. Though the low poly model will remain the same, because I need to support the vanilla renderer and rend2. I also noticed that the alignment between the lowpoly and the highpoly was slightly off when I was baking them. So pls, dont caps shout BEVEL to me again. I'm rusty, not a noob.
  13. In jka, you are joking right? I kept some of the detail in the low poly to look good in a game that does not support normal mapping in the first place. I wont bevel more in the lowpoly because it already has a high poly count for that game. I understand your point, but it feels like super picky and not thought through. If I'd model for ue4 this would be a valid point imo. Edit: Looks like I misunderstood your point. The highpoly is beveled completely, maybe not to the point of your liking. Thats a valid point. The point about removing more details in the lowpoly for a jka mesh still is nonesence imo.
  14. Cool, don't forget to post pictures if you build one in real life. I could provide the 3d models if that's of any help. Edit: Added the source files to the original post. So guys, knock yourself out with them!
  15. So, my first entry. @@Sting inspired me to start modelling a crate, so here it is. The model is supposed to be used as a misc_model_static. It also has 1 LOD. Download link:https://www.dropbox.com/s/1yebprv7mrbfcz8/crate_01.pk3?dl=0 Oh, and many thanks to AshuraDX for some critique and useful input while texturing this. Edit: Here are the source files except the substance painter project. It's like 280MB in size and most of you guys don't have substance, so I cut it. Pbr textures are included though and ready to be used in Blender. I'm not really proud of the highpoly, it could use some more love, but it's a start. Download link:https://www.dropbox.com/s/wh1u60tcsrwsfiw/crate_01.zip?dl=0
  16. Ah crap, wish you the best. Hope you find something very soon.
  17. Even if that means that I'll have to patch q3map2 somehow and/or make a custom OpenJK version for that map.
  18. Holy, that animated skybox is one sexy mo****f*****. If you ever finish that map, I would be honored to give it a full pbr texture overhaul for rend2 (if you want to ofc).
  19. Man, I'd love to participate, but my life is so irregular in terms of being able to work on a computer, it's nearly impossible to keep posting things on a daily basis. Though I'm thinking about joining on a weekly basis.
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