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mjt

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File Comments posted by mjt

  1. Nice! Change sort to sort additive in the shader for the beam and it will play nice with overlaying transparency and portals 🙂

    Means make a custom shader to be used in the .efx and add this sort value before the shader stages start...


     

    gfx/effects/sabers/red_line_custom
    {
        cull    twosided
        sort additive
        {
            map gfx/effects/sabers/red_line
            blendFunc GL_ONE GL_ONE
            rgbGen vertex
        }
    }

     

    BSP Entity Edit

       170    13
    6 hours ago, RobiWanKen0bi said:

    Okay, so I managed to make it work with the exe file. What I've noticed that the colors are mostly all black and white.

    If the map uses lightmaps and suppressed calculation of vertex lights on compile, you'll only get white everywhere

    RobiWanKen0bi likes this

    Jester Knight

       233    9

    The deform vertexes normals acts really fancy on moving meshes - I like to see it reused here!

    Would you mind also releasing the PBR ressources so we can have this model rend2 feature compatible?

    Love it!

    Willemoes likes this
  2. On 1/17/2022 at 9:24 PM, CansecoDev said:


    Edit; got it, it's unfinished code (funny comment right there) so yeah, the engine pretty much ignores light data:
     

    float G_GetLightLevel( vec3_t pos, vec3_t fromDir )
    {
    	/*
    	vec3_t	ambient={0}, directed, lightDir;
    	cgi_R_GetLighting( pos, ambient, directed, lightDir );
    	lightLevel = VectorLength( ambient ) + (VectorLength( directed )*DotProduct( lightDir, fromDir ));
    	*/
    	float	lightLevel;
    	//rwwFIXMEFIXME: ...this is evil. We can possibly read from the server BSP data, or load the lightmap along
    	//with collision data and whatnot, but is it worth it?
    	lightLevel = 255;
    
    	return lightLevel;
    }


    My theory about why they compiled most SP maps with -keeplights is that maybe they had in the design phase to actually have some sort of hide mechanic so you could hide in the dark, who knows?

    Good catch on the lightgrid data being intended to be used. I think this feature could actually still be imlemented without too high a cost... It doesn't really need lightmap data, just the lightgrid, and also no light entities. That'd be overkill to calculate from - and also the lightgrid can include indirect light, bounced around. It'd make more sense to use that for visibility checks.

  3. If you were to lightmap your map in blender instead of q3map2 - using _keeplights 1 still spares you an extra import of a file with just the lights compiled into it. The keeplights stuff doesn't affect ingame entity count as far as I'm concerned and thus the few KB extra per .bsp really are worth the effort - especially if sourcefiles and compiled files magically get separated by whatever circumstances.

  4. On 11/24/2021 at 11:42 AM, Asgarath83 said:

    Sadly lights never be decompiles and get ever losted alls. textures lots their alignments.

    misc_models are losted too, they become structural brushes.

    Texture allignment is much less of an issue when decompiling with current q3map2 from NetRadiant Custom - misc_models are not lost, the point entity will be where it should be - it's just when the mappers didn't include the md3's you'd have to extract those in another manner - such as the blender bsp importer route and make .md3s out of them again.

    Hudaw and Asgarath83 like this

    SC Island

       135    7

    Interesting concept of using 2d Sprites for LODs of the trees - on modern hardware, the pop-in and -out of these seems to cause more FPS drops than straight away rendering all trees at highest LOD using:
     

    r_lodscale 20
    r_lodbias 0 or -2

     

    It gives a nice jungle impression. If you could update this map with a bit higher resolution terrain (using .map exporter from blender instead of .md3 with autoclipping) you can give this island a nice few animal / vehicle NPCs maybe?

     

    Hope you can fix up some clip brushes for the trees eventually 🙂

    Map got some crazy vibes due to the skyshader and water.

    Ramikad likes this
  5. When you say compatible with OpenJK - does that include rend2/gl2 .mtr shader and textures? 🙂

    I haven't seen this quality much in a game such as JKA! Impressive to the last detail. Also did you make sure no surface has more than 500 vertices, to ensure that cg_shadows 2 and 3 actually work for projection shadows?

    I'll give this a try soon 🙂

     

    Cheers!

     

    PS

    How about modding Boba NPCs Jetpack with a new model to suit your Mando model... I'd help out with new .EFX to match the Mandalorian series amount of smoke and thrusters glow...

  6. Biggest difference between this and the JK2 version is the Reborn are much more aggressive on JK2. They stand where they spawn until you get close here, not sure if this is because the AI between the two games is different, or if you have any plans to change this, but I think it's a problem with how much easier this makes the map.

     

    I was wondering if it had anything to do with the agressiveness set in the *.npc files - but nope. Maybe the ladder map was scripted to specifically attack the player based on him being kyle or something else JK2 specific. Or you're right about the AI in general. It felt MUCH better in JK2 but I guess a lot of the AI part was scripted and less 'AI'. Maybe there's a way to tweak the AI range in JKA?

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