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Posts posted by DT.
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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.
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Magic Sheev.
Just don't ask him to strip for god's sake.
the_raven likes this -
Just keep track of DF2 Mod's forums and the JK Community discord.
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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 -
Rend2 is actively worked on for SP, with changes ported to MP later on.
The Punisher, dg1995 and RecklessJames like this -
Updated:
- DF2_assets.pk3
https://jkhub.org/topic/5538-mapping-tips-radiant-setup/
- Added "custinfoparms.txt" to DF2_assets.pk3
- Added information on how to use "-custinfoparms". This is in lieu of having to use a custom q3map2.exe.
Smoo likes this -
You can use whatever texture you want for the blade, so the core can look how ever you want it to look.
You'll have to compile my code (from the link) to be able to use it.
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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.
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.
the_raven, krkarr and Barricade24 like this -
I've managed to edit effects without issue. Camera shake and increased particle limit would be nice, but not necessary. Not having the source will become an issue though, if it ever stops working on future versions of windows.
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Updated:
- DF2_assets.pk3
- opendf2_sp.x86.exe
- rdsp-GL2_x86.dll
- df2gamex86.dll
The brown battery acid you see in the original DF2 game has now been added. Pretty much a clone of the green acid. For mappers to use this, you need to read https://jkhub.org/topic/5538-mapping-tips-radiant-setup/ .
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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.
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Honestly, it didn't occur to me to have a mass conversation but I've now done it. As I said in the message, the link will stay the same.
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@@sebcrea , feel free to apply for the DF2 Mod.
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Looks better than the dust gradients in base game, thanks for the info.
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The gun in those shots looks nice but it's for the vanilla renderer, and we're using a more modern renderer that uses PBR materials.
EDIT:
If you can make a PBR version, that'd be great!
What I'm curious about is the effect you have for the lights - is it some kind of fog effect?
General Howard and Droidy365 like this -
Updated:
- Everything
All DF2 Mod developers, PM me for a link to download the mod.
Smoo likes this -
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.
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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.
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Well I tried it out the other day and my lightmaps were screwed horribly.
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Any ideas how to tackle glass? I can't seem to get a transparent png or tga with alpha to actually work ingame. The usual shader code for them doesn't look to work anymore, or there's something else I need to add?
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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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@@minilogoguy18 Any updates on this? The Gorc & Pic level is almost at early prototype stage, so would be great to have Gorc & Pic NPC's to kill.
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@@Psyk0Sith, any updates on the PBR version?
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Looking good. Yeah, don't worry too much about final details, lighting or texturing, as those things will be redone later. Most important here is the structure & entities (working doors, etc) to make a working level.
Project Updates
in DF2 Mod Discussion
Posted
Updated:
- All PK3 files
- opendf2_sp.x86.exe
- rdsp-GL2_x86.dll
- df2gamex86.dll
Bug fixes:
- fixed Kyle model not showing
- r_refraction is now set to 0 by default, until we fix it.
Redid two crate textures for 11gorc, so please check it out.