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SomaZ

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Everything posted by SomaZ

  1. Maybe, maybe you should have taken the 5 minutes to fix it before recording a video. I will stop being picky now.
  2. Not quite. I was thinking of a two phase challenge system. Like announcing the category of challenge first and then voting for a special model that should be build. Let's say the first contest category is "character". I as a modeler who is not interested in modellig a character will not apply for this contest. Other people will apply (hopefully). After the application phase, a poll opens for non participants for voting on a character that the people want to see. Participants can't see this poll and need to wait until the challenge starts to see what they have to model. If the category was "weapon", I would apply and would wait for the day the challenge starts. I would open the poll, see the result and start modeling asap to meet the deadline. Edit: just to keep you busy ofc
  3. Hide it so that participants can't start working on the model before the challenge starts.
  4. @@Circa is it possible to hide polls for single users? If so I'd say, name a category like weapons. People apply to enter the competition. Make a poll where the people how don't participate can vote for a model. Make the poll visable for the participants at the start of the challenge.
  5. Ah nice, looks like a good start. You need to upload your images elsewhere. Imgur is very popular among the people here. Advertising: Check the Dark Forces II Mod sub forum. Could be of your interest.
  6. simply dropping two pictures, because why not
  7. Leave the old man alone. It's hard to remember all this stuff, douh!
  8. Not sure how you want to put color in a grayscale channel of a texture.
  9. Since renderer is not finished the visual result you are getting right now is not final. Especially ao will be handled differently by the renderer in the near future, because right now its nonsense. Can you shoot me the files for this placeholder model?
  10. Awesome! Hm, chrome thing might be because of the bad setup @@DT85 made for the map. Could you please try a vanilla map with this? Maybe also send me some pictures in your texturing software about how it should look?
  11. There are blends that can use the alpha value of the underlaying objects. Problem was that some graphic cards or the driver, not Sure about this, had problems with those blend states. Therefore this cvar exists. It simply replaces this blend Mode with another one to prevent problems with some cards. There was an error in this code though. I fixed it in newer versions of rend2. You should update your rend2 to the current build. Maybe this also fixes your error with cubemapping, havent had the time yet to check your map. Edit: Well it works fine on my machine with latest rend2 build. Can you send me your complete config?
  12. What about you starting a conversation and add every df2 developer to it??
  13. hm, thats crazy. could you pls try setting r_ignoreDstAlpha 0 and try again using hdr rendering? Could you also pm me your map? best with shaders and textures. It's easier to find mapping issues this way, though it looks like you did fine on first glance. Sry to be so short on explanations, haven't been home some days and I'm writing all of this with my phone.
  14. R_cubemapping 1? I guess thats the needed cvar. Edit: why have you disabled r_hdr?
  15. Dead Space for free right now: https://www.origin.com/deu/en-us/store/dead-space/dead-space/standard-edition
  16. Hm, glass is not really supported right now. It should work for now with the standard shader settings though. Problem right now is that reflections are blended out with the value of the transparency of the material itself, which is bad. It's something I want to tackle next, but I have no idea when I have some time for it. Can you post the shader and a picture of the glass ingame?
  17. Some little hints on exporting textures from substance painter to rend2 / gl2: Export preset for the roughness metallic workflow looks like this: Export preset for the gloss specular workflow looks like this: Example pictures:
  18. @ Btw, if you need map assets/props you can ask @@Nupol. He's familiar with the pbr workflow.
  19. Don't worry about normal maps right now. We can still rework parts of the map. Your work looks pretty decent. Looking forward playing around with this map. For now you could check out these two. https://jkhub.org/topic/9351-overview-opengl-3-renderer/ https://jkhub.org/topic/9516-shaders/ But don't focus on this for now. I can teach you some stuff when you are finished with this map. If you have a discord account we can sort things out a little faster.
  20. DF2 Mod Forum is completely public again. ^^

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