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DT.

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Posts posted by DT.

  1. Updated:

     

    - All PK3 files

    - opendf2_sp.x86.exe

    - rdsp-GL2_x86.dll

    - df2gamex86.dll

     

     

    Added:

     

    - DF2_models.pk3

    - DF2_sound.pk3

     

     

     

    Fresh copies of all PK3 files. Separated more files out DF2_assets.pk3. This update includes a ratio fix for videos, and the vid_restart crash fix from OpenJK.

  2. Updated:

     

    - DF2_assets.pk3

    - DF2_textures.pk3

    - DF2_textures_pbr.pk3

     

     

    Added:

     

    - DF2_maps.pk3

    - DF2_models.pk3

     

     

    Known Bugs:

     

    - Player/NPCs using force push/pull will crash the game. This will be fixed in the near future. For now, try "r_refraction 0" (I think that's the cvar?) in the console.

     

     

     

     

    "11gorc" is now playable. Note that the level is still a WIP, with placeholder NPCs. Type "map 11gorc" into the console to play.

    Teancum likes this
  3.  

     

    Kanan knew he wasn't coming back from the start of the episode. The whole episode had the vibe that Kanan would die, but still hit me right in the feels when it actually happened. :(

     

     

    Who knows what becomes of Ezra and the rest of the crew, but we know the Ghost shows up in Rogue One.

     

     

     

     

    @@Noodle

     

    It's funny you say that, because Jan and Hera are voiced by the same person. She must have a way with men on-screen. :P

    the_raven, krkarr and Barricade24 like this
  4. Updated:

     

    - DF2_assets.pk3

     

     

    Added:

     

    - test_rend2.pk3

     

     

    Added "test_rend2.pk3" which contains my test map. Features:

     

    - liquid shaders for water (standard water, green acid, battery acid, water fast, water very fast, ocean)

    - misc_dlights

    - GL2 sun

    - a few, quickly made PBR materials

    - 2 of Toshi's source engine models

    - AshuraDX's PBR clone

    - grass surface sprites (doesn't receive any shadows atm)

    - PBR glass which is breakable

    - cubemap mirrors

    - misc_model_ghoul

    - misc_model_iqm

    - misc_model_breakable (for animated MD3)

     

    To load, type "devmap test_rend2" into the console. FPS may drop inside where the misc_dlights are, it does on my machine. If the map is too bright, do "r_forcesun 1". Do "r_forcesun 2" for moving sun.

  5. This model won't deform very well, rigged against the standard player _humanoid skeleton.

     

    That aside, you need to decrease the quality a fair bit to get it to work in JKA and possibly OpenJK (not sure on this). 4k polys can easily be like 8k tris. I'd concentrate on getting a model that is optimized enough to work in-game and deforms the best it can, long before worrying about UV mapping or texturing.

  6. Ok so transparency seems to work, but I can't seem to have cubemaps working as well. Also found out that for cubemaps to work in a shader, the shader must have a lightmap stage.

     

     

    EDIT:

     

    Got something working, but need to tweak it. I'll post back when i'm done.

     

     

    EDIT 2:

     

    Nope, looks like shit. :D

  7. GL2's sun should help a lot with dark areas.

     

    Feel free to use whatever textures that work with the level, even if ported or from online. We will be redoing all textures eventually.

     

    Just an FYI - GL2 renderer doesn't support external lightmaps, incase you were going to use them. It should hopefully in the future, though.

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