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Tempust85

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Everything posted by Tempust85

  1. Update: Ignore the clothes, heavy WIP.
  2. There's cubemaps available now in OpenJK rend2, but not sure how well they work. From what I can tell in the code, it uses tcgen environment in the .shader/.mtr and you place misc_cubemap entities in your map. New shader stuff in ioquake3's rend2: normalScale <x> <y> - State the X and Y scales of the normal map. This is useful for increasing or decreasing the "strength" of the normal map, or entering negative values to flip the X and/or Y values. Default 1 1. parallaxDepth <value> - State the maximum depth of the parallax map. This is a fairly sensitive value, and I recommend the default or lower. Default 0.05.
  3. Maybe it's some weird Vista issue.
  4. Dumb question probably, but there is a rd-rend2_x86.dll in with the openjk EXE right?
  5. Hmmm not sure then.
  6. That's right, which is why I said it would only work if you used a .shader.
  7. What does the console say?
  8. Any updates on this? Would love to see this as a ghoul2 viewmodel with new Kyle hands.
  9. After digging through the XSI file and seeing for myself that those verts actually had weights, I just decided to try no spaces seeing as carcass is command line program. I directly edited my XSI file's scene name, and it compiled. Put in a random space in the name, and it came up with the error again. A neat feature of your plugin would be to convert scene name spaces into _ on output.
  10. Where's the video on how you textured the head? Make it so.
  11. That error is due to the scene filename if everything else checks out. Rename it with no spaces but you can use _ instead. Just had this issue last night.
  12. SunExt is the vanilla renderer sun IF you plan on having both renderer compatibility. It also only works if it's a .shader. Having gl2_sun & tone map doesn't break anything in vanilla on all of my tests. Rend2 manual mentions this, have a look.
  13. @@Boothand It will do the same thing, yes. I compiled my test map with -light. Here's my other test map sky shader which is rend2 ready: textures/skies/testsky { qer_editorimage textures/skies/sky.tga surfaceparm nomarks surfaceparm noimpact surfaceparm nolightmap surfaceparm sky // vanilla-compatible sun q3map_sunExt 240 238 200 100 195 75 3 16 //q3gl2_sun <red> <green> <blue> <intensity> <degrees> <mapLightScale> <ambientLightScale> q3gl2_sun 240 238 200 50 195 75 3 0.5 0.2 //q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax <autoExposureMin> <autoExposureMax> q3gl2_tonemap -5 -1.5 0 -2.0 2.0 q3map_skylight 50 16 q3map_lightimage $whiteimage skyParms textures/skies/desert 512 - }
  14. The sky I used is hevil (base JKA shader), using r_forcesun 1 (r_forcesun 2 is a moving light source). r_forcesun should only be used for testing, you should always make a proper rend2 compatible sky shader. @@Archangel35757 I think so. Won't really know for sure if it's 100% working until someone like @@Almightygir puts a model ingame. My test subjects suck because they are either really basic or are model ports.
  15. Upload the file, I'll have a look. If nothing else, it can be a model.
  16. Update: Found a free to use eyeball texture. I think it looks loads better.
  17. That kyle is a normal map test which I painted an X on his back, ignore it. I had a good muck around and rend2's specular is broken. The problem doesn't lie with an incorrect shader, because that exact shader shows specular in ioquake3 rend2.
  18. It would require coding, and I'm not really a coder. It would be cool to have if we ever get a coder.
  19. The level that has it is being worked on, but that model won't be needed just yet so you have time.
  20. @@Boothand This is what I get with your normal map + parallax + white diffuse + r_forcesun 1: I had to modify your shader a bit: textures/bricks/bricks3 { qer_editorimage textures/bricks/bricks3 { map textures/bricks/bricks3 rgbGen vertexLit } { stage normalparallaxmap map textures/bricks/bricks3_nmap } }
  21. Yeah that's one of my old models that Plasma helped texture. I now go by DT these days. I don't have it on my PC anymore, but I know it was used in MB2 so I'm sure someone has it.
  22. The parallax texture is now showing up in the thread, i'll muck around with this tomorrow and see what if I can't find what's going on.
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