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Tempust85

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Everything posted by Tempust85

  1. Way to skip over my two posts.... No, xNormal doesn not support GLM but someone could make a plugin for it.
  2. @@Almightygir Would it help if we made a "3ds max tangent basis calculator" plugin for xnormal or would it still not help because of GLM/MD3?
  3. Unless someone comes along who can and has the time to add in FBX support in the renderer AND the game code, then it won't happen. The game code is set up to read player models in ghoul2 format, not even MD3 will work (ala quake 3) so it would require a rewrite of alot of things. For example, we have the added bonus of MDR and IQM formats in the renderer. Yes the game can load them (tested in the menus), but still only ghoul2 can be used for player models.
  4. Been trying to work out the disruptor zoom fix. It half worked, until it came time to alter the width of the rotating image and ticks. Now we have to redo the zoom overlay design into something with no ticks or rotating images. The base JKA images are pretty small anyway. Now, moving onto menus. Stay tuned.
  5. Alot of work is an understatement lol. Not only would you need to add the format to the renderer, you then also have to change the game code to load it and ditch ghoul2 loading. You can't even use MD3 as a player model (ala quake3) - that's how much Ghoul2 is tied into the game code. Honestly I'm quite happy with what we got now, which is ALOT better than poor ol' rend2 MP with its borked GLM tangents.
  6. @@Almightygir The issue above was due to a coding error where tangents weren't being zero'd. Afaik, both MD3 & GLM do not store tangent or bitangets in the file, only normals. We're shit outta luck there unless someone wants to upgrade the formats and then the exporters.
  7. I'll give deluxe mapping another go since your update, it never did anything before.
  8. I'll just drop this here https://jkhub.org/topic/9006-widescreen-support/
  9. So after having a dive into the source code dump of JKA and noticed widescreen code for Xbox, I figured hey! let's do widescreen support! Now before anyone yells: zomg you ported illegal codez! No, I didn't. I've taken the idea of what was done for Xbox and applied it using a cvar. It's basically a long list of "if (cg_widescreen.integer)" all throughout cg_draw. This is at 1280x720 resolution. As you can see, the HUD is stretched. Now I turn on cg_widescreen... (yes I know I need to lose the force number, ignore that)
  10. Updated the menu text to look more similar to the original game, while being a bit different: Using an actual font now, not images.
  11. Second screenshot is "sexy obi". You can even see up his skirt a bit.
  12. Sorry to keep off-topic, but Caelum's post made me spit my drink in laughter because I read it as "For god's sake. Don't make me dismember users tagging in this forum section next"
  13. Grab the latest exe and dlls from the DF2 build folder - I've removed the need to use a shortcut or load the mod from the mod menu in-game. Alot of GL2 cvars are now set to enabled by default. This includes cubemapping & PBR, and I've also changed the default gloss type to be roughness instead of smoothness.
  14. Updated the DF2 build folder so whoever wants, can have a play with PBR or even just normal maps. GL2 is now the default renderer, but just incase it's not - "cl_renderer rdsp-GL2; vid_restart" in the console. I suppose I better get moving on an updated menu that includes GL2 cvars.
  15. Fix makes sense, MD3 tangents are cleared beforehand. I tried to do this myself, but kept getting crashes so I must've borked it up good. Anyhow, superb job there @@SomaZ, you're a real asset to this mod!
  16. I'd dare say somewhere around vbo_packtangent (something like that, not at my pc) in tr_ghoul2. @@Xycaleth, would you happen to know which part of the code?
  17. Just rip something out of Doom 3 or Doom 4.
  18. Could you please post the code snippet and where to change it? My attempts crash the game or makes everything gray.
  19. r_shownormals isn't implemented fully in GL2.
  20. Really should make showing normals a cvar for debugging such as this.
  21. Unless there's someone else, we really need you to fix this please @@Xycaleth. I know you can't debug, but I'm more than willing to test any potential fixes you make.
  22. I made sure to check. Left side of each image are the model normals without normal mapping.
  23. The only difference I can see is that MD3 has tangent, normal and bitangent in a struct. GLM has normals in a struct, but not tangent or bitangent. Also my VS likes to point to MDR code when finding the definition of normal, even though it is coded to point to the GLM one.
  24. While the result is almost the same as the MD3, it looks like GLM normals are still screwy. I'm using $whiteimage as the diffuse to show the normal differences better. GLM: MD3: As you can see on the left of each image, both model normals are matching. @@Xycaleth I'm guessing they're screwy because mdxm doesn't have actual tangent or bitangents in the format like MD3 appears to? Or am I reading it wrong?
  25. You can flip the normal channels in the shaders. I'll try it with GLM, see how I go. I don't think @@SmileTheory added support for AO or transparency.
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