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Everything posted by Tempust85
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Really should make showing normals a cvar for debugging such as this.
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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.
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I made sure to check. Left side of each image are the model normals without normal mapping.
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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.
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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?
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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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Could be an issue for other models, but Ashura's clone normal maps require the model to be completely smooth. @@AshuraDX I had to invert the normal map textures green channel. As-is: Body_Specular red channel inverted: Forgot to mention, this is an MD3 loaded using misc_model_static. @@SomaZ Just make the alpha channel of the diffuse the AO or if the specular blue is unused in PBR, use that.
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@@AshuraDX This is what I get using all of your PBR textures: Things to note about the map: - The cubemap has black areas in it - tone mapping is a bit too intense
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@@SomaZ you did create an MTR shader using the albedo, normal and specular (not spec) textures? The shader that was supplied was for vanilla renderer. Reflection color sure, but should the albedo be used to set the reflection intensity? Just seems a bit stupid to me.
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@@AshuraDX few questions. What should your clone look like with PBR? Which gloss type would you think? GLOSS SMOOTHNESS ROUGHNESS SHININESS Is the albedo map supposed to control reflection?
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Lol, didn't know you had to type something in the console - thought it just happened upon map load. Anyway, shouldn't it be 6 images output and not 3? EDIT: Opened in PS and I get it now.
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I'll let SomaZ decide what to do with that. Anyway, I've ported the loading cubemaps from DDS textures & JSON file loading but it doesn't seem to actually do anything. Can you please merge in my commit and find out what's going on @@SomaZ?
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Actually, it looks harder to me. The editor isn't a problem, it's just being able to navigate. @@minilogoguy18 From now on, we are making the details as models and not brushes or patches. You'll still need to use the editor to blockout the level & place entites, like you do with UDK/UE4. The only annoyance we have vs those who create for UDK/UE4 is, we do not have lighting preview.
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True, well then decrease but not to the doomgiver's level though.
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Yeah, there needs to be more animators. The only animation work I do these days is for MBII.
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Lol way to toot your own horn. I'd say one of the most.
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If I blockout the map in radiant, rotating should be fine as there won't be any detailed brushwork. I'll just have to model everything and load it in as a misc_model or even a static. I just managed to rotate a simple hollowed blockout of a small test level and there weren't any issues. Also a gravity of 5000 slams you back down if you force jump, or won't allow you at all to jump without the force. I want to start mapping this way anyway, seeing as we're pushing development on GL2 and everything looks better when it's a normal mapped model. Check out games that run on UDK or UE4, they use their editor for a blockout and ents and the details are loaded models. I'll most likely have to jack up the entity limit considerably. So the best way to tackle this map: - increase gravity to make it harder to jump. - use trigger_push to push the player back down, but not an insane value. Just enough to feel a slight "tug" backwards as you move. - rotate the map within radiant. - finalise textures on the blockout - rotating will screw them up. - convert misc_models to misc_model_statics AFTER rotation, if required.
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Gravity might work here. If it can make you float (JK2), then surely it can pull you down as well. But yes, it will be a challenge and will require a skilled mapper.
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Probably the easiest way is to have a look at making the Spotlight map entity as a weapon.
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What would need to be done? Do something similar to the splash screen?
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Star Wars Episode VIII Discussion
Tempust85 replied to NumberWan's topic in Star Wars Franchise Discussions
I'm more leaning towards snoke being an apprentice of Palpatine, force user or not. -
Ask me anything about the Jedi source code
Tempust85 replied to MGummelt's topic in Coding and Scripts
You do realize that I never said anything about Ravensoft creating the .menu system, right? Nor do I presume they did. -
Ask me anything about the Jedi source code
Tempust85 replied to MGummelt's topic in Coding and Scripts
@@MGummelt Would you happen to know if the .menu files were made by hand in a text editor, or the devs used a program? -
@@Xycaleth Any ideas how to fix burn marks on ghoul2 models looking like this?
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!!!!