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Tempust85

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Everything posted by Tempust85

  1. It having more than a few of them would probably bog or crash the game. I very much doubt rend2 is able to render more triangles than vanilla. @@Boothand What happened to the ground that made it not smooth?
  2. It's good, I'll give it that. But: - Kyle & Jan look nothing like the original - Jerec is close, but still not a decent enough match - The blending between the Valley, sky & explosion parts aren't that great - The background needs more Valley of the Jedi
  3. Open up any base JKA model in Modview, and expand the bones list.
  4. It was the linking, the name doesn't affect anything.
  5. You don't need mesh_root, it does nothing.
  6. Finished up the scope view: https://www.dropbox.com/s/iyijwevcvyh1rlr/TA_2.jpg Animated static with blue tint :D

  7. Nice change working with UDK, my small MP game is coming along nicely.

    1. Boothand

      Boothand

      Is it the terminator concept? Any screenshots in any case? :)

    2. Tempust85

      Tempust85

      Not yet, I've been using UT3 art assets while getting the code sorted

  8. I'd love to see a head tutorial that starts from a sculpt. I'm not too good with skin painting, and I'd love to see how you pro's do it :D

  9. *queue Lion King opening music*
  10. r_drawsun 1 will show a sun at the location of the sun in the shader, but I don't think it moves with r_forcesun 2.
  11. Min light only works on brushes afaik. You'll need a recent rend2 build for entities to have a minimum light.
  12. Check that r_recalcmd3normals is set to 0. I also just loaded up your statue model in Max and flipping the red channel reproduces what you see in-game at least from the front. Try flipping it in the shader and see how it looks.
  13. Regarding darkness of objects, you can use _minlight <number> on your worldspawn to make everything not go full black if theres no light. Also, ensiform added minimum lighting to all entities in a recent rend2 build. There is an intensity setting for gl2 sun in the shader, but I'm not sure if it works for OpenJK rend2. Use normalScale <Red> <Green> underneath the normalmap stage in your statue shader to flip the red or green channel of your normal map. Example: Using your normal map as-is in the game: normalScale 1 1 Flipping the green channel: normalScale 1 -1 You can also increase your normal map intensity with higher numbers. MD3 normal maps look perfect in my tests, but Ghoul2 normal maps give iffy results atm.
  14. Can you please upload the model + textures + shader so we can take a look?
  15. And what does it look like if you remove the .shader for that weapon?
  16. The coder would need to know or be able to learn unreal script. I'd need an experienced coder. Would be really fun playing DF2 in UDK.
  17. I'd just do a low poly and texture it. As I said, there's no normal maps for now so we don't need to worry about them. It's a lot faster using photoshop for just a diffuse & specular than a high poly bake. Side note: If there was a coder onboard, I'd love to move this to UDK.
  18. q3map2 & radiant only read .SHADER so if you want smooth angles you need to specify it in the .SHADER. .MTR is used by rend2 only.
  19. Might be faster, but it's certainly doesn't give the best visuals. You have to rely on smooth groups/hard edges to stop odd shadows showing up. Hard surface models such as weapons look ALOT better with high poly generated normal, AO & cavity maps. You then use crazybump for really fine details if you don't want to take the high poly into a sculpting program and add to it. The uber pro's (not me lol) make their weapons purely in the sculpting program. Using crazybump alone is generally only useful for walls, floors & ceilings. Have a look at some of EPIC's weapons and you can tell right off the bat that their normals are generated from high poly models. Right now, there aren't any normal maps available and I expect this won't be the case for probably a year or so.
  20. Yeah forgot about that, misc_model_static would be best here.
  21. This kind of visual problem makes normal maps kinda useless in an engine such as this. The only thing you can do currently is to strategically place the UV seams. That's always going to happen unless someone comes along with a new format or upgrades the existing ones (MD3 & Ghoul2). But that would also mean updating exporters/compilers AFAIK. Unless of course, there's some trickery that can be done in the renderer to merge all the normals on the models to get rid of the UV seam line splits but keep UVs intact @@Xycaleth?
  22. There's weapons to be made, I'd suggest starting there. No one else has started on weapons. Just an FYI: Viewmodel weapons will be using Ghoul2, so that means moving parts are possible so bear that in mind when modelling.
    1. Flynn
    2. Tempust85

      Tempust85

      Phased plasma rifle in da 40 watt renge

    3. Corto

      Corto

      Looks like terminator weaponry. Looks good.

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