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SomaZ

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Everything posted by SomaZ

  1. added support for both PBR workflows (specular gloss and roughness metallic)
  2. So, I finished this today. We can now use both workflows. New stage keywords are: -normalMap -normalHeightMap -specularMap or specMap, both work the same -rmoMap Shaders look like this now: textures/testmap/testmap_wall_d { { map textures/testmap/Bricks1 rmoMap textures/testmap/Bricks1_rmo normalHeightMap textures/testmap/Bricks1_nh } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO } }Autoloading of _rmo maps was removed for now, autoloading of _spec maps added. Specular maps are rgb specular a gloss, rmo is unchanged.
  3. Oh hi, which GtkRadiant version are you using? Are you familliar with scripting? Can you work with models exported from like Blender or 3ds Max? Maybe even make some? Pls, tell us a little more about you and your work/workflow. I like what you showed us in those screenshots. Overall a bit blocky (which is manly GtkRadiants fault, I know), but I see a lot of potential. Can you maybe provide a .map file, I'm a bit curious?
  4. Amnesia Collection for free: https://www.humblebundle.com/store/amnesia-collection
  5. https://www.youtube.com/watch?v=DCcU9IsvfLc
  6. The shaderlist is for GtkRadiant only afaik.
  7. One way to create a skybox: https://jkhub.org/topic/10079-creating-a-skybox-using-a-jka-map/?do=findComment&comment=142096
  8. Does the tutorial section actually work for people in the forums? I can't see anything in it. I sense some conspiracy... Maybe again the df2 mod team that has been excluded?

  9. Maybe because they're supposed to be tiled on brushes in a real map?
  10. Ok, have some screenies. (Are you sure you can sleep well when you have seen them?) HF and sleep well! ♥
  11. So, long time no update here. I started reworking shader definitions because I hate the stage fuckery with normal maps and specular maps. The different normal and specular stages were removed completely. (though I might add the vanilla spec stage back in, noticed that I killed that one too today :/ ) planned new stage keywords are: - normalMap (done) - normalHeightMap (done) - specularMap - specularGlossMap - albedoMap - rmoMap - diffuseMap (simply as alternative to map, nothing special about this) So, the thing is, that I will also write support for the other pbr workflow (specular gloss) simply because I will handle every pbr material internally in this format. This has a simple reason, I can simply write a prepass that is needed for screen space reflections (the only informations needed for ssr are position, normal, previously rendered image and the specular with gloss/roughness). I will also port this stuff to rend2 so everybody can use their stuff in mp and sp without reworking every piece they created. @@DT85 When I finished this, you need to update the mtr shader thread. Edit: Oh, and sorry that we need to rework the shader files, but this shit was long overdue. Edit2: Damn, need to focus more... Any thoughts and/or wishes, maybe other wording for the keywords?
  12. This is a short tutorial on how to import/export md3 models with the (currently) latest version of Blender which is 3.3.1. Installation of the addon: First of all you need to install the "Import id Tech 3 BSP" addon. You can download the lastest release here: https://github.com/SomaZ/Blender_BSP_Importer/releases If you want to utilize the addon to its full potential you need to extract the "models", "shaders", "textures" and "maps" folders from the games pk3 files into one seperate folder. If you only want to use the addon for exporting your models, you won't need to do that. In either case its needed to set the base path of your game install in the addons preferences. If you unpacked the folders I mentioned before, make sure the addon points to the folder where your files were extracted to. So, open Blender, go to 'Edit -> Preferences -> Add-ons' Click the 'Install...' button on the top right and navigate to the zip you downloaded, then click 'Install Add-on' Tick the checkbox next to 'Import-Export: Import id Tech 3 BSP' to enable the addon Open the addons properties with the arrowhead next to the checkbox and set your games basepath This is the default setting when installing the addon. Make sure the basepath is correct for your install. Importing MD3 files: Once you installed the addon, importing md3 files is as easy as opening the import dialog via the import menu entry and selecting a md3 file. If you want to skip importing md3 tags, you can untick the "Import Tags" checkbox on the right side of the import window. On default, the addon will merge all objects in a md3 file into one blender object. You can change that behaviour when you change the preset to "Objects". The addon will look for valid shaders and textures for the imported md3. The addon will also add some control elements to the UI under the Q3 Shaders tab on the right side of the viewport to manipulate the lighting preview. If you want to use the model in a rendering, you can just select your models and hit the "Reload Cycles Shaders" button to get a shader without fixed lighting values. Exporting MD3 files: Just open the export dialog via the menu. You can choose to only export the selected blender objects, or all meshes in the scene. The local space coordinates will export all models as if they are moved to the origin. Setting the start and end frame to different frames will result in exported vertex animations. The surfaces option will change the way the addon will export the model. If you choose the "From Materials" setting, the addon will create obejcts based on the used materials. You can use this with multimaterial blender objects like shown above. If you choose to export "From objects" you need to make sure your blender objects only have a single material. The addon won't split your model automatically then. Material names are based on the blender material name. The custom property which was used in older blender addons is not supported anymore and is completely ignored. Let me know if I forgot to explain something.
  13. Sounds a bit like a skyportal could be an answer to your problem. What is this thing really far away?
  14. Company of Heroes 2 for free on https://www.humblebundle.com/store/company-of-heroes-2 Assassins Creed 4 for free on https://www.ubisoft.com/en-gb/event/happy-playdays-2017/
  15. It uses diffuse and specular with roughness (maybe still gloss?) in the alpha channel afaik. So yea. It does support pbr materials. Though ambient occlusion is not supported. @@Xycaleth tried the build with an OpenJK version with the newer api. Works fine for me.
  16. Oh, really? Pretty sure I've seen a lot of ints instead of intptrs in the sourcecode, but if you say so. He could compare with the df2 client.
  17. Looks like you used the wrong compiler. You made x86_64 binarys. Afaik only x86 is working. Also, did you run "make install"? Looks like the uix lib can't be found by the game.
  18. SomaZ

    Question

    Guess he is talking about aspect corrected fov and this is not simply done with setting r_mode -1.
  19. This message tells you, that the game tried to load a renderer with the API Version 9, but the libary you set is designed for the API Version 8. This means, the latest rend2 version is not compatible with newer versions of OpenJK. Not sure which version of OpenJK will work, but you need to take an older version of it to make rend2 work. There is currently noone who has time updating rend2. Sorry.
  20. Yea, that's because it's not completely implemented. It's kind of a prototype from SmileTheory and he is not really into extending it. Never experienced problems with Pass space though with it. Is it on the testmap I got from you?
  21. How about a custom object that stores dlight "flags" and also pshadows "flags" and is dynamic?
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