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Everything posted by Tempust85
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@@SomaZ grab my latest commit please and give it a good test. I reverted the images pool that Xycaleth did in the hopes of doing away with the sun & flare crashes. That, and I'd like our code to match ioq3 where possible.
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The only reason we need dlights is because with just lightmaps, the normal/parallax maps do not show at all. @@SomaZ What I meant was that I can create the .menu files. Doom 3 from what I understand, compiles its maps at runtime. Might be worth having a look into that, but I'm thinking just using an external entity file would be best.
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Could spawn a ui box full of the dlight properties. If you choose this method, let me know as I can do up menu files. As it is, I need to do up a GL2 menu. Anyhow, a big issue would be how to save. Could save the updated info back into the .map file OR create a .dlights file which would just store all dlight ent properties. The code would load this file after loading the BSP.
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Doom 3 is open source, and has radiant built-in. I can't manage to compile GTKRadiant or any other of the radiants or even q3map2. :\ I much prefer the placement of the light ents in radiant, and then adjusting values on the fly in-game.
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@@SomaZ, be sure to grab my latest commit.
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Sure it sucks that you can't preview them in radiant, but it's the same sort of thing when placing any lights. I wouldn't say creating them in-game would be a good idea but more editing the properties in-game. Speaking of lights, light styles is broken in rend2 SP and possibly rend2 MP. For dynamic lights usage - Need a light to pulse (go from one color/brightness to another), stay a constant color/brightness or be switchable? use misc_dlight. If you need something with a little more personality like say flickering light from a candle or fire, use the light property in EFX files. EFX light can be distance culled, misc_dlight cannot. I'm hoping I can just rig up triggers to turn areas on/off as you enter/leave them. @@SomaZ, knock yourself out. ioq3's shadow maps code is still broken, but has made progress. Currently, all you get with cg_shadows 4 is a dynamic blob shadow.
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Still get the odd crash when loading a map and doing vid_restart too many times, but other than that it works.
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Will do.
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What is the overall triangle count?
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I won't pretend to understand why OpenJK hasn't increased the limit, but I'm sure there's a reason. @@Xycaleth
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Not advisable to rotate brushwork, you can easily create bad brushes. For mapping, do a basic blockout & entities in the editor and the do the details in 3d packages. These are loaded via misc_model (converted into BSP) or misc_model_static (loaded by the renderer). The latter however will drive up the entity count, and we are already adding to it by having to use misc_dlight (dynamic lights) instead of light (lightmaps). Thankfully dynamic lighting look decent in rend2 opposed to vanilla, where against brushwork everything is faceted. I've only done basic tests with misc_dlight and have no idea how they would impact performance of a complete level. May need to load & unload them via triggers to save FPS, much like you would with NPC loading. If rend2 is viable, we will dump the vanilla renderer from use.
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If we go rend2, we'll need to be using "misc_dlight" (dynamic lights) instead of "light" (lightmaps).
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7 & 8 are taken already. 7 is pretty much done, just lighting and shit to finalize. Have all the scripting done, including beating Yun within an inch of his life to trigger a cinematic and the next level. Take a look at the map assignments post, see what you'd like to do that isn't taken already. https://jkhub.org/topic/3512-level-assignments/?p=49198
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Pretty sure that's how it is in ioq3's GL2. Would be better to move it to shaders though.
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Just make an MD3 model out of it, i'll load it with misc_model_static. Use the latest MD3 exporter from Archangel to preserve normals.
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There isn't a cinematic GLA for JK2 though. The JK2 skeleton is based on the SoFII skeleton, which has all those facial bones. Any official Max or Softimage source files and even the root.xsi for JK2/JKA include unused bones, which confused the shit out of modders back in the day. If a bone isn't weighted to a mesh then it's discarded by carcass. Raven omitted what they didn't want in JK2 & JKA at compile time, via what's weighted in the root.xsi. It's extremely easy to add these bones back, just use a modified root.xsi.
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I think it's more about the ability to replace certain animations, without a GLA recompile or using GLAmerge.
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PBR won't look good unless you have the assets for it. @@AshuraDX please good sir, would you like to whip up a test for us using your clone perhaps? I'll sort out the shader, just need the model + textures.
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Really? Well I checked Kyle in modview just now and he's only got the same amount JKA has. (also edited previous my post alot)
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If we do cinematics, I'll add new facial bones while keeping the old ones for compatibility (no need to re-rig every model that isn't in a cutscene talking ). JK2's GLA doesn't have anything more than what JKA's GLA has in terms of facial bones anyway. What I want to do is: - set up new facial bones capable of a full range of expressions - use a plugin or manually animate each of the lines in Max - create a "cinematic GLA" which would have each levels cutscene talking animations, so we don't have to keep recompiling the main GLA(s) - load the talking animations via ICARUS, while at the same time loading the lines The result will be what you'd see in today's games IF the animation itself is done right.
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Q3map can bake in normal maps but it looks quite shit so I fixed misc_dlight instead. Check my commits for a pic. Yeah I saw that they use dds as well. I tried bringing it in but failed. Perhaps just use tga instead to save the cubemaps? I'm very interested in the pshadows code though. Even though it's not finished in ioq3, it's getting there. Currently has dynamic blob shadows for every model whether it be a weapon, item or player. Be sure to merge in my updates to misc_dlight and flare shader.
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I forgot to mention that this is what's currently possible in rend2sp branch (and of course rend2 MP). Without dynamic lighting, the normal maps are EXTREMELY hard to see. Compiling the map with -deluxe doesn't do a thing.
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EFX file used as a light: What you see on the wall is the normal map - the diffuse is 100% white. Really need actual dynamic lights though, lightmaps don't really show normal map detail and the EFX lights flicker every so often. :\
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Working on merging ioq3's rend2 on a separate branch. Doing this because xycaleth's rend2 fork is basically dead and we need updates. Ioq3 rend2 is quite active. I'm manually merging each file, so not to screw much of anything up, but probably will lol. If it fails, then we still have the rend2sp branch.