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Everything posted by SomaZ
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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. -.-
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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.
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There is a tutorial: https://jkhub.org/topic/10135-creating-a-roq-video/
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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.
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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.
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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.
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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!
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HELP IM HAVing trouble having my SFX MOD TO work
SomaZ replied to tannercyrus55's topic in Modding Assistance
What is the name of your new pk3 file? -
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
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Ah crap, wish you the best. Hope you find something very soon.
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Even if that means that I'll have to patch q3map2 somehow and/or make a custom OpenJK version for that map.
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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).
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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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I really hope he is trolling. Would be such a waste of time and talent.
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What editor are you using? Try saving the shader with "ANSI" or "UTF-8 without BOM" encoding.
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New Grand-Scale Mod Announcement
SomaZ replied to colonel-the-general's topic in WIPs, Teasers & Releases
The mod Team leader of our star wars the new era mod team made a good article about the project management of big mods. I can highly advise reading it. https://www.moddb.com/mods/star-wars-the-new-era/news/project-management-part-1-managing-your-team -
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Some preview of the screen space reflections I'm currently implementing:
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Alright, I'll hack something together this evening. Not sure if I can finish it today. We will see.
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Just tell me exactly how the blender plugin should work and I will write you a little script for it. You just have to give me an example file to work with. I could also write a script for batch importing complete folders.
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working on screen space reflections
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Get the latest rend2 build here: http://gandalf.acslo.com/rend2/ and make a .mtr shader described here: https://jkhub.org/topic/9516-shaders/
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Noesis 3D can batch convert complete folders. Also to md3, though I wouldn't recommend md3 for this project. No idea about the texture assignments though. Will think about it, maybe I can find a solution. Edit: no idea if noesis supports bmd.