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Tempust85

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Everything posted by Tempust85

  1. So this was modelled after Qui-Gon was sliced? Explains why he be looking pissed.
  2. Still get the odd crash when loading a map and doing vid_restart too many times, but other than that it works.
  3. What is the overall triangle count?
  4. I won't pretend to understand why OpenJK hasn't increased the limit, but I'm sure there's a reason. @@Xycaleth
  5. 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.
  6. If we go rend2, we'll need to be using "misc_dlight" (dynamic lights) instead of "light" (lightmaps).
  7. 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
  8. Pretty sure that's how it is in ioq3's GL2. Would be better to move it to shaders though.
  9. 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.
  10. 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.
  11. I think it's more about the ability to replace certain animations, without a GLA recompile or using GLAmerge.
  12. 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.
  13. 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)
  14. 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.
  15. 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.
  16. 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.
  17. 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. :\
  18. 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.
  19. So I was thinking about this today. I might give the separate GLA and CFG a shot for DF2 some time because idgaf about compatibility, and nor do I need to.
  20. Yeah I noticed, which is why I can't bring in any updates with my limited knowledge.
  21. Would be great if we could get rend2 MP updated from ioq3 rend2, it's really out of date. There's qsort stuff, shadowmap stuff, vao stuff, PBR cvar to toggle it and probably a lot more things.
  22. I've already ported rend2 to SP for DF2 Mod. Still experimental, but seems to work as expected. Once MP rend2 is finished, I'll update DF2 mod's SP rend2 and then give the code to the main OpenJK project so it too can have an SP version.
  23. There is a victory script you can run on an NPC, so this should suffice.
  24. Most likely because you haven't any tags. Import them from an existing JK2 model, then do hierarchy stuff. For help on the correct hierarchy, look at an existing model.
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