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Tempust85

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Everything posted by Tempust85

  1. More thinking of the PBR textures, though yeah photoshop would work. Still, extra work to be done.
  2. To port these, you'd need either rend2 to be completed to use the textures or someone needs to take the time to bake them. The poly count will need to be lowered either way. You will never get battlefront quality even with the models ported but in saying that, rend2 would bring it pretty close.
  3. Still would be better off with a model, for best results.
  4. If you're having lightmap issues, I suggest giving the brush model a "nodraw_solid" shader and load an MD3 using "model2". I've had to do this with lifts/elevators before. You won't need to make a clipmodel either, as your brushwork will be solid but not visible.
  5. Finished the campaign, was good. Billy Dee Williams is hands down the best part about it. Pissed that I had to use 1152X864 res and everything on low just to play it. MP However, I can play @ 1080p with medium settings. #wtfdice
  6. Keep the mask on, is all I'll say!
  7. Worked with source, hell no. Go UE4.
  8. Just bought it on PC, downloading 56GB on Australia's potato net.
  9. Anyone got this on PC? If so, thoughts?
  10. I can give it a go tomorrow. Does it support PBR materials?
  11. Updated: - opendf2_sp.x86.exe - rdsp-GL2_x86.dll - df2gamex86.dll
  12. Well, I can't wait to play it. I only got a few mins to play as a b1 battle droid during beta.
  13. "Like" this comment if you would play with or make mods for the updated renderer from df2 mod on a fresh copy of OpenJK MP. Just to gauge interest.
  14. Clones....PBR.....wanna port GL2 to a fresh copy of openjk for people to start modding and playing with. #letsmakejkagreatagain
  15. @@Circa can you please double check that @@Nupol has dev access to the forums?
  16. Does jamp.exe work? May be an openjk issue.
  17. If I remember, it's quite a low poly face mesh. Custom normals could help somewhat.
  18. I think they're part of the sky shader, so have a look there.
  19. I'm fairly certain it's coded to allow it.
  20. The idles happen randomly when not moving, there's no set time they play. You can't change this without a code edit.
  21. You need to run the openJK build that has rend2 included. Unfortunately, you can't just move the rend2 dll over to any openJK build and expect it to work.
  22. I'll have to upload a new copy to Dropbox later for you. All I did though was place 1 light (rest are dlights) and then jumped around where I put it.
  23. on my test map, shadows 4 (md3 and glm) are sometimes on the ceiling as well as where they should be projected. Still get that pass error too when jumping at the light source, possibly the ghoul2 code being screwy?
  24. So while patches are good for openGL 1, they suck ass for openGL 2.
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