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Everything posted by Tempust85
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character HUMANOID SKEL PLAYER: Kyle Katarn
Tempust85 replied to Tempust85's topic in Dark Forces II Mod
Update: Ignore the clothes, heavy WIP. -
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.
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Maybe it's some weird Vista issue.
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Dumb question probably, but there is a rd-rend2_x86.dll in with the openjk EXE right?
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Hmmm not sure then.
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That's right, which is why I said it would only work if you used a .shader.
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What does the console say?
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Any updates on this? Would love to see this as a ghoul2 viewmodel with new Kyle hands.
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character HUMANOID SKEL PLAYER: Kyle Katarn
Tempust85 replied to Tempust85's topic in Dark Forces II Mod
Update: -
Aw man.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
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. -
Where's the video on how you textured the head? Make it so.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
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. -
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.
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@@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 - }
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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.
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Upload the file, I'll have a look. If nothing else, it can be a model.
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character HUMANOID SKEL PLAYER: Kyle Katarn
Tempust85 replied to Tempust85's topic in Dark Forces II Mod
Update: Found a free to use eyeball texture. I think it looks loads better. -
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.
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It would require coding, and I'm not really a coder. It would be cool to have if we ever get a coder.
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The level that has it is being worked on, but that model won't be needed just yet so you have time.
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@@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 } }
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character HUMANOID SKEL PLAYER: Kyle Katarn
Tempust85 replied to Tempust85's topic in Dark Forces II Mod
Update: -
I'm looking for the Newer Old Ben Kenobi model.
Tempust85 replied to GamingPrince83's topic in General Modding Discussions
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. -
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.