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SomaZ

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Everything posted by SomaZ

  1. 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.
  2. 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?
  3. Wait, what? ?_? Explain pls.
  4. How about a custom object that stores dlight "flags" and also pshadows "flags" and is dynamic?
  5. Not using bitflags for it.
  6. Because of bitflags.
  7. I guess I'll remove the cg_shadows 4 support for misc_model_statics though. It's very limited. Only 16 shadows at once. You could try starting up yavin2 and see the mess its creating.
  8. Added the cg_shadows 4 code, now also workin with ghoul2 models:
  9. SomaZ

    Happy Halloween 2017!

    Finally! I made it to the front page! Hahaha, jokes beside, congratulations Langerd. Well done.
  10. Why did you remove the shadowplane FX check in tr_mesh though? Pls keep this clean, you added it in cgame, then use it.
  11. Problem is that they are slow af. Need a better way of getting their depth buffer first. Tried to Port them too, was in the Last commit.
  12. Ashura made good progress with maxscript though. I guess he don't want to switch to Python after all the stuff he has already written.
  13. I checked if this would be possible. Short answer, it is. This would be super nice of course, but I don't really have the time to read into this. This would save a lot of work long term and would also probably open doors to other modelling suites. Problem is though that the setup for 3dsmax is more complicated as for blender and I'm kind of lazy getting a fresh copy of max right now. Hm, will think about it.
  14. If I remember correctly you can target the scriptrunner from worldspawn. So the scriptrunner gets the "targetname" "follow_player" and the worldspawn "target" "follow_player". The script should be automatically executed at level load then. (IF I remember correctly) Is it running at map start or not? Else, give the npcspawner the "follow_player" script as spawnscript?
  15. This is also wrong. Just because you are used to 3dmax doesn't mean the UI is bad. It's just different. Maybe not as intuitive, but still, nowadays the UI is very organized and clean (getting used to max was a real pain in the pooper back in the days). Took me like a week to get used to blender. Now I don't want to go back. People tend to think that software that is opensource must be horrible to use. Use whatever fits your workflow best, but pls guys, stop spreading bs about something you never really worked with because you were lazy getting used to it... Ok, enough of this rant. :x
  16. Lol, tell me 5 features Blender doesn't have. I highly doubt this statement. If you haven't tried Blender in like 12 years you should try it again.
  17. Yea, that was the plan. I will make a light editor in Blender though, simply because it also give me good references to tweak the renderer to look correctly.
  18. Because it's a simple dlight. They are simple point emitters. They don't know anything else besides that they exist and that they emit light. The light fixture is non existent in the great mind of the dlight. We will do something about this, but first I need a proper tool to build lights. Because of that, the Blender stuff.
  19. Maybe because there are no dlight shadows atm?
  20. Looks correct to me. Only thing you could try is choosing a higher subdivision level. But I still have no idea if it changes the collision model. I will look at the q3map2 tesselation code tomorrow and will tell you if there is a way.
  21. You could try the -subdivisions 0 (0 already increases the subdivision level of patches) flag in the bsp phase of q3map2. No idea, if this changes collisions though. Edit: Do you have -patchmeta in the bsp phase btw?
  22. Check this: https://jkhub.org/topic/7468-rend2-a-modern-renderer/
  23. Isn't there a download link in the rend2 thread ?_? Problem is that it only works with an older OpenJK version. Limitations are the same for polycount and vertecies per object. GL2 is DF2 exclusive right now, except the JK:Enhanced version, which is also only available as source code. Warzone renderer has a JK Galaxies port, else it's only available for warzone.
  24. Or wait for the DF2 Mod?
  25. Ah, good to know. Every vanilla text file from the game seems to be an "utf-8 without bom" encoding, at least that's what notepad++ says. This may be different from version to version (steam vs cd)?
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