Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. Lol that video alone makes me want to do in-game cutscenes instead.
  2. Ok so we need a Jan model, that matches the DF2 cutscenes. This means that @@Archangel35757, your Jan head isn't what we are after. Need Angela Harry.
  3. This will be updated with ghoul2 viewmodels.
  4. This isn't needed in DF2 mod, so not adding it to the latest code.
  5. Currently won't work with rend2.
  6. Not unless someone has an SVN big enough.
  7. So basically, we need to get our rend2 on-par with vanilla. So next we will need to work out weather, and finish sprites. @@Xycaleth said he won't be able to debug anytime soon, so it's upto us. @@SomaZ I hear Xreal has alot of neat stuff, including refraction & reflection if you wanted to have a look at it. Couldn't find xreal itself on github, but a project called Unvanquished uses a combination of xreal and ioq3: https://github.com/Unvanquished/Unvanquished/tree/master/daemon/src/engine/renderer
  8. Feel free to do this. Also when using force speed, the player model looks black and dis-colored when not running.
  9. I don't like it either, but not even contemplating on getting rid of it until refraction is in a nice state - refraction is useful for other stuff like force speed.
  10. That's awesome work man! Force speed is looking ALOT better as well. Btw, I noticed there's a pause before the push/pull effect disappears. Any way to have it disappear immediately?
  11. I feel a bit naughty. Had to add something to SP that's in MP only, just to get this to work.
  12. Someone order a mirror using cubemaps?
  13. In other news, cubemapping isn't working and sometimes crashes. Cubemapping is screwy on MP, but at least it doesn't crash so I've done something wrong lol.
  14. @@UniqueOne Heads up - xycaleth's rend2 has screwy cubemapping, which stuffs about with specular.
  15. Sorry, typo. R_refraction is set to 1.
  16. Here you go https://github.com/DT85/OpenDF2/tree/rend2-sp
  17. @@SomaZ I've added it in, but force push/pull effect is unchanged. r_refractive is set to 1.
  18. Blender isn't the easiest to get to know. If you want to dive into modelling, I'd suggest XSI mod tool. It's free, and @@minilogoguy18 I'm sure can help you if you get stuck with figuring out the interface.
  19. Thanks, I'll check it out.
  20. Will need more work though, force push/pull effect is shit in rend2.
  21. Ironed out quite a few issues, thanks to UniqueOne who did most of the work. We may yet have rend2 for DF2 Mod...
  22. That's pretty sweet, nice work! @@UniqueOne I don't suppose you know enough about renderers to help me out with my issue of porting rend2 to SP?
  23. Specular is working on MD3's that are loaded using func_ ent which is my workaround for func_ ent brushwork not being able to use specular.
  24. Ok fixed that and debug now works without commenting out the error. After some tedious testing, I've discovered that shaders for Ghoul2 models (excluding the player model & weapons, they load fine) including misc_model_ghoul/bolt-ons/NPCs crash the game upon loading a map. MD3 models with shaders however, work fine. Menu ghoul2 modes do not crash the game. Would anyone know what could possibly be going on here?
×
×
  • Create New...