Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. Ok, put the normal map back how you had it originally and invert the green channel of your normal map. I can't test this myself as the parallax image isn't showing up in this thread anymore.
  2. Yeah it is broken. I'll have a browse in the code to see if I can find the area where it does specular. About that parallax thing, the normal map itself could be too strong. I suggest playing around with the levels.
  3. How does the normal + parallax maps look in a 3d program?
  4. I'd love a face tutorial from you, those are awesome.
  5. - convert the brushes, including an origin brush into a func_static - create ref_tags as points for the func_static to move along - set up a targetname for each ref_tag so you can call them via script - set up a script_targetname for the func_static - create your script like so (this is a very basic script that just operates the func_static and has an infinite loop): - create a trigger brush that is targeted to a target_scriptrunner - add usescript to your target_scriptrunner with the path and file name (minus the extension) of your script
  6. Update: Still trying to get it to look like Jason Court, but not quite there yet.
  7. It must be something to do with SDK changes from 8 onwards as it works perfectly in Max 8.
  8. I just used a func_static and a bunch of ref_tags in Nar Shaddaa.
  9. Ghoul2 viewmodels are now able to be used by the game, so I request ALL of the DF2 weapons be made. Will need new kyle arms first though which I'm working on.
  10. Thanks, I forgot to add nohandmodel for the weapons.dat which fixed the gun rotation, now the flash just needs its rotation fixed. EDIT: All fixed now, just had to rotate the viewmodel flash tag in Max.
  11. I vote a gun, as it's the most tricky of the 3 seeing there's tags & animation involved.
  12. @@eezstreet I have a port of your code (you'll be credited in the DF2 readme ) from JK2HD to DF2 almost done. It's using worldModel & skinfile, but from the weapons.dat and no json. The rotation of the model and the muzzle flash need fixing, but I'm not sure where to look and I'm pretty sure I copy-pasted everything over:
  13. Please show a speed paint of the face.
  14. You should increase the shadow size in the console. I use: r_shadowMapSize 2048 Can't wait for rend2 SP, this is simply amazing. Will look even better when specular is working and there's a bloom version of dynamic glow. EDIT: Drop this into your base folder: https://www.dropbox.com/s/zh9qp23es0rgxwc/zzzz_rend2_menu.pk3 Has a fair amount of rend2's options. It also removes vanilla specific options from VIDEO, so if you want those options back then remove the pk3.
  15. To make normal maps work with rend2, you need this kind of shader: textures/vehicles/car { qer_editorimage textures/vehicles/car.jpg { map textures/vehicles/car.jpg rgbGen vertexLit } { stage normalparallaxmap map textures/vehicles/car_n.jpg } { stage specularmap map textures/vehicles/car_s.jpg } }Fake bump mapping should only be used for vanilla renderer.
  16. Yeah, eez made the MD3 code a fallback incase a ghoul2 model isn't found.
  17. I'd like to request eezstreet's Ghoul2 viewmodel code be put into OpenJK. MD3 viewmodels are only animated by tag position/rotation so complex animation is out of the question.
  18. OpenJK should really fix it so you can be anything in MP. I'm sure it would help those who make videos.
  19. Can't we just load up as the R5 via playermodel?
  20. Stats update: - 50% structure - 35% entities (doors, lifts etc) - 20% NPCs - 15% lighting One thing I'm proud of being able to figure out how to do is a looping crate that you ride on.
  21. Looking good so far, can't wait to play on this one. If you need any texture re-made or need some models, let us know.
  22. I dunno, maybe eez digs chicks with piercings?
  23. I can also test the 64bit version of the 2010 plugin.
×
×
  • Create New...