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Tempust85

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Posts posted by Tempust85

  1. The nastolgia factor is great for the old cutscenes but redoing them would almost equal the work on the core game itself. It'd be nice to have them done in CGI or use like the Unreal movie thingie like the JK2 movie did to get a higher quality result. GLA animation isn't that awesome to use when looking at things up close and detailed.

     

    I already have a plan to get realistic facial animation. It's just implementing a full set of facial bones, animating the talking in Max/XSI, compiling it as a cinematic GLA, then playing the talking animation & voice file at the same time via ICARUS.

  2. Just an FYI - I've implemented Ghoul2 viewmodels so when you're done, send it over to me for rigging.

     

     

    @@Psyk0Sith

     

    Regarding Kyle. Do you think for now you could just make high quality viewmodel arms, all the way up to the shoulder? Any neutral pose you choose will do as we're not using the player model GLA for viewmodels.

  3. The code is largely @@ent 's and its upto him if they want to implement it in Openjk.

    I've added support for widescreen resolutions in the r_mode code, so we aren't just using that custom resolution method.

    While the toggle for widescreen works, the menus just became too much of a hassle to make sure they worked for both 4:3 & 16:9 so we've the dumped 4:3 option in setup. You can always set the r_mode to be a 4:3 resolution, but beware the menus won't always display correctly.

     

     

     

    EDIT:

     

    When the 1 level PBR demo is out, the menus will be there for anyone to play with. I have the 4:3 resolutions commented out, so you could just un-comment them and the 4:3 aspect ratio option. ;)

     

    Maybe one day down the track I'll come back and make sure the menus look fine using 4:3 resolutions, but there's just so much to do right now and very little man-power.

  4. I've mostly redone the gorc and pic level, and it's basically done.

     

    GL2 lighting hasn't been sorted yet, so we're still using lightmaps. When we have it sorted, I'll use my 07yun level as a "how to".

     

    The most important thing we need done is the level block outs, which are still done in radiant.

     

    I don't think the sariss level has been made, so go ahead with that one. Don't worry about texturing right now though, just caulk everything.

    minilogoguy18 likes this
  5. Oh whoops I forgot the models lol. I'll update the pk3 later today.

     

    You can make them cast and receive shadow, that's all I know. I tried misc_model but couldn't get normal and spec to work with it, it just didn't work no matter what I tried in the shader.

     

    That's ok, I'm only redoing this small level until lighting is all sorted code-wise. ;)

    SomaZ likes this
  6. About time lol.

    I did the initial port of rend2 MP to SP, while SomaZ and uniqueone helped out with a few issues I had. SomaZ is now adding & tweaking things, so it's now his baby. :P

    So I've changed all entities to be black when there's no lighting unlike vanilla, which has a minimum light. Other than that, I don't think I've made any other DF2-specific changes to the GL2 renderer. I pretty much leave renderer stuff to SomaZ now, so he has everything how he wants it without interference.

    About that error. It could be an unsupported shader blend?

    SomaZ and Stoiss like this
  7. Yeah, the first pic in your last post.

     

    Btw, I've added 07yun_gl2.pk3 to the dropbox folder so you can test out the textures as you go. It contains the map, map source & all original textures re-sized so you can simply drop in the new ones. Just be sure they are the exact same size as the original ones in the pk3. Most of the map is finished, just a few things here and there that I'm still working on. Lighting is to be considered "done" or just about.

     

     

    https://www.dropbox.com/sh/elc4sou0le1m151/AABI9NrTYMeQoDzbIBYfynJwa?dl=0

     

     

     

    P.S

     

    I've been naming my "specular" textures <texturename>_RMO.tga

     

    R = roughness

    M = metalness

    O = occlusion

     

    Better than just spec yeah?

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