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Everything posted by Tempust85
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About MTR Shaders An .MTR shader is a copy of the standard .SHADER. You only can use an .MTR shader IF there is a .SHADER shader of the same name already present, due to how it's loaded by the OpenGL 3 "rend2" renderer. This is to allow one shader (.SHADER) for the OpenGL 1 "vanilla" renderer, and a different shader (.MTR) for the OpenGL 3 "rend2" renderer. If you're only creating assets for OpenGL 3 "rend2" (which DF2 Mod only uses), then just use the .SHADER extension. Sun Shader Example ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <deviance> <shadow map scale> <ambient light scale> // // // red green blue : Color is described by three normalized RGB values. Color will be normalized to a 0.0 to // 1.0 range, so it doesn't matter what range you use. // // intensity : The brightness of the generated light. A value of 100 is a fairly bright sun. The intensity // of the light falls off with angle but not distance. // // degrees : The angle relative to the directions of the map file. A setting of 0 degrees equals east. // 90 is north, 180 is west and 270 is south. In the original version of Q3Map, non-axial values had a // tendency to produce jagged shadows. With Q3Map2, this problem is avoided with new options like lightmap // filtering, raytracing and penumbra effects. // // elevation : The distance, measured in degrees from the horizon (z value of zero in the map file). // An elevation of 0 is sunrise/sunset. An elevation of 90 is noon. // // deviance : The number of degrees for the half-shadow. General values up to 2 or 3 are acceptable. The real // sun has a solid angle of about half a degree. // // shadow map scale: range = 0.0-1.0. 0.0 = not visible, 1.0 = black shadows. // // ambient light scale: range = 0.0-1.0. // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax <autoExposureMin> <autoExposureMax> // // // toneMapMin: Default = -8.0. Determines minimum lighting. // // toneMapAvg: Default = -2.0. Determines average lighting. // // toneMapMax: Default = 0.0. Determines maximum lighting. // // autoExposureMin: Default = -2.0. Determines minimum auto exposure. // // autoExposureMax: Default = 2.0. Determines maximum auto exposure. // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// textures/skies/df2_katarn { qer_editorimage textures/skies/sky surfaceparm sky surfaceparm nomarks surfaceparm noimpact surfaceparm nolightmap q3gl2_sun 1.00 0.89 0.81 500 250 75 3 0.5 0.3 q3gl2_tonemap -8.0 -2.0 0.0 0.0 0.75 q3map_nolightmap skyParms textures/skies/sulon 512 - } . . Liquid Shader Example ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // liquid <color rgb > <fog color rgb> <height> <choppy> <speed> <frequency> <depth> // // // color: Set the waves color. // // fog color: Set the fog color. Use this to adjust the base color of the water. // // height: Set how intense the water's parallax effect is. // // choppy: Set how choppy the water is. // // speed: Set the speed of the water effects. // // frequency: Set the frequency of the water effects. // // depth: Range = 0.0 - 1.0. Set the fog density inside the water. 0.0 is not dense, 1.0 is dense. // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// textures/DF2_water/water { qer_editorimage textures/system/water qer_trans 0.8 // transparency in Radiant surfaceparm nonsolid // surface is non solid surfaceparm nonopaque // surface is transparent surfaceparm trans // surface is transparent 2 surfaceparm water // water characteristics surfaceparm nomarks // water characteristics q3map_material Water // water characteristics 2 //liquid <color rgb> <fog color rgb> <height> <choppy> <speed> <frequency> <depth> liquid .80 .90 .60 .10 .19 .22 0.9 1.5 60 6.56 .3 }. . Texture Workflows There are two workflows for you to choose from: 1) Gloss - Uses diffuse map, + normal map + specular (RGB = specular, A = gloss) 2) Roughness - Uses albedo map + normal map + RMO (R = roughness, G = metalness, B = ambient occlusion) Use one workflow per stage - you cannot combine them in the same stage. You can for example, use the Gloss Workflow for shader stage 1 and use the Roughness Workflow for shader stage 2 just fine though. Workflow Roughness Size restrictions: RMO & Albedo textures must be the same size. See example below. Yes - Albedo = 1024x1024, Normal = 1024x1024, RMO = 1024x1024 No - Albedo = 1024x1024, Normal = 1024x1024, RMO = 512x512 Normal Map Setting: You can add a setting below your "normalMap" or "normalHeightMap" line to flip either the red or green channels of the normal map. You can also use this to increase the intensity of your normal map. Default setting is "normalScale 1 1". Examples: normalScale 1 -1 - this will invert the green channel, while leaving the red channel alone. normalScale 2 1 - this will increase the red channel's intensity, while leaving the green channel alone. normalScale -2 1 - this will invert the red channel and increase its intensity, while leaving the green channel alone. Glass Shader Example This shader will give you a transparent image, with cubemap reflections. This shader expects the use of TGA. You must use a "lightmap" in your shader, otherwise your glass will not display properly. Using the "roughness" workflow, the albedo texture's alpha channel contains the opacity: textures/DF2_glass/glass1 { qer_trans 0.5 { map textures/DF2_glass/glass1 blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA normalMap textures/DF2_glass/glass1_N normalScale 1 -1 rmoMap textures/DF2_glass/glass1_RMO } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } . Using the "gloss" workflow, the diffuse texture's alpha channel contains the opacity: textures/DF2_glass/glass1 { qer_trans 0.5 { map textures/DF2_glass/glass1 blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA normalMap textures/DF2_glass/glass1_N normalScale 1 -1 specularMap textures/DF2_glass/glass1_SPEC } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } . . Level & Model Texture Shader Examples: Normal (no height) Shader: Workflow Gloss: Diffuse, Normal, Specular, Lightmap. textures/DF2_cargo/wall_6 { { map textures/DF2_cargo/wall_6 normalMap textures/DF2_cargo/wall_6_n specularMap textures/DF2_cargo/wall_6_spec } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } }. Workflow Roughness: Albedo, Normal, RMO, Lightmap. textures/DF2_cargo/wall_6 { { map textures/DF2_cargo/wall_6 normalMap textures/DF2_cargo/wall_6_n rmoMap textures/DF2_cargo/wall_6_RMO } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } . . Normal + Height Shader: Workflow Gloss: Diffuse, Normal + Height, Specular, Lightmap. textures/DF2_cargo/wall_6 { { map textures/DF2_cargo/wall_6 normalHeightMap textures/DF2_cargo/wall_6_nh specularMap textures/DF2_cargo/wall_6_spec } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } }. Workflow Roughness: Albedo, Normal + Height, RMO, Lightmap. textures/DF2_cargo/wall_6 { { map textures/DF2_cargo/wall_6 normalHeightMap textures/DF2_cargo/wall_6_nh rmoMap textures/DF2_cargo/wall_6_RMO } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } }. . Model Shader: Workflow Gloss: Diffuse, Normal, Specular. models/players/kyle/torso { { map models/players/kyle/torso rgbGen lightingdiffuse normalMap models/players/kyle/torso_n specularMap models/players/kyle/torso_spec } }. Workflow Roughness: Albedo, Normal, RMO. models/players/kyle/torso { { map models/players/kyle/torso rgbGen lightingdiffuse normalMap models/players/kyle/torso_n rmoMap models/players/kyle/torso_RMO } }
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Open source Jedi Knight in a modern engine
Tempust85 replied to afi's topic in Art, Media & Technology
Screw that, make the maps properly with models. If the saber project works out, I intend on making a Clone of it with Star Wars assets. -
Open source Jedi Knight in a modern engine
Tempust85 replied to afi's topic in Art, Media & Technology
Even so, we could still share assets and maybe some blueprints/code. -
Open source Jedi Knight in a modern engine
Tempust85 replied to afi's topic in Art, Media & Technology
Those assets are obsolete in a modern engine that uses PBR, anyway. Eridan Crisis and the open saber project teams should collaborate seeing as they are both on UE4. -
My latest obsession: ROTJ Throne Room Duel SP
Tempust85 replied to therfiles's topic in WIPs, Teasers & Releases
Nice job! Just an FYI - give credits to Toshi as well for Luke, as I just did a tweak. -
EA Battlefront is now moddable
Tempust85 replied to Circa's topic in Star Wars Franchise Discussions
Certainly will be checking this out! -
I know there's orange acid pools in the katarn level, so this should work nicely.
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Can you change the color?
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The bryar should be at a useable state, yeah. I was meaning the balls map but your wip one would be a lot better.
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Yeah but you only use .MTR shaders if you're using the .SHADER for vanilla compatibility which we aren't.
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Sounds good somaz, but probably better to just use your map instead of mine.
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Try this: ui_char_model Kyle ui_char_skin_head default ui_char_skin_torso default ui_char_skin_legs default ui_char_model is whatever the model folder is called, for example Jedi_hm, luke, lando. The skin cvars you use to set the skin file name, may or may not need the "model_" bit in the name.
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The thing that annoys me about battledroids is that they aren't meant to work on the humanoid skeleton. At least this can be fitted easier than K2.
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The ghoul2 code should always be a place you look if you're trying to do something like this. At a glance, that looks like what you'd need. You can use it to pause parts of the bone hierarchy or all of it. The "anim" line looks to be forcing no animation to play, though.
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Kanan Jarrus (Very Early W.I.P) Jedi Academy Model
Tempust85 replied to Liam's topic in WIPs, Teasers & Releases
Don't forget to look at the triangles, not polygons. -
Best you can get is K2 as a map object.
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There's a bunch of shaders for different things you could steal from unvanquished. I think they have light ents as well if you wanted.
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Yo @@Xycaleth, is this on-par feature-wise with the old modview? Also, any chance you could please add a small feature? change anime playback speed based on the speed set in the animation.cfg.
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Application as a Level Object Artist - ACCEPTED
Tempust85 replied to Nupol's topic in Dark Forces II Mod
@@Nupol I like your work, and we can always use help so welcome aboard! @@Circa, can you please give Nupol access to the DF2 forums? -
Does the effect show up anywhere at all on the model? Having a quick look at the code, try removing the 0 after the tag name.
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Application as a Level Object Artist - ACCEPTED
Tempust85 replied to Nupol's topic in Dark Forces II Mod
I usually do minus 25% for each LOD: LOD0 LOD1 - minus 25% of LOD0 LOD2 - minus 25% of LOD1 LOD3 - minus 25% of LOD2 -
Application as a Level Object Artist - ACCEPTED
Tempust85 replied to Nupol's topic in Dark Forces II Mod
Depends on how the object is used. LODs do not work if the model becomes part of the map, i.e. Brushwork. If it's loaded by the renderer, then LODs apply. Would have to be case-by-case, whether a map object needs LODs. -
Application as a Level Object Artist - ACCEPTED
Tempust85 replied to Nupol's topic in Dark Forces II Mod
Hi, thanks for applying. Your work looks pretty decent. Do you have any experience with baking details to low poly models? This game engine has a very low limit, compared to today's games. Most small objects would be 1,000 tris or under.