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Posts posted by Tempust85
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If you're having lightmap issues, I suggest giving the brush model a "nodraw_solid" shader and load an MD3 using "model2". I've had to do this with lifts/elevators before. You won't need to make a clipmodel either, as your brushwork will be solid but not visible.
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Finished the campaign, was good. Billy Dee Williams is hands down the best part about it.
Pissed that I had to use 1152X864 res and everything on low just to play it. MP However, I can play @ 1080p with medium settings. #wtfdice
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Worked with source, hell no. Go UE4.
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Just bought it on PC, downloading 56GB on Australia's potato net.
Smoo and General Howard like this -
Anyone got this on PC? If so, thoughts?
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I can give it a go tomorrow. Does it support PBR materials?
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Updated:
- opendf2_sp.x86.exe
- rdsp-GL2_x86.dll
- df2gamex86.dll
Smoo, minilogoguy18, Archangel35757 and 1 other like this -
Well, I can't wait to play it. I only got a few mins to play as a b1 battle droid during beta.
Circa likes this -
"Like" this comment if you would play with or make mods for the updated renderer from df2 mod on a fresh copy of OpenJK MP.
Just to gauge interest.
MaceMadunusus, elias, bert and 15 others like this -
Clones....PBR.....wanna port GL2 to a fresh copy of openjk for people to start modding and playing with. #letsmakejkagreatagain
Archangel35757 likes this -
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Does jamp.exe work? May be an openjk issue.
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If I remember, it's quite a low poly face mesh. Custom normals could help somewhat.
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I think they're part of the sky shader, so have a look there.
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I'm fairly certain it's coded to allow it.
ent and General Howard like this -
The idles happen randomly when not moving, there's no set time they play. You can't change this without a code edit.
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You need to run the openJK build that has rend2 included. Unfortunately, you can't just move the rend2 dll over to any openJK build and expect it to work.
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I'll have to upload a new copy to Dropbox later for you. All I did though was place 1 light (rest are dlights) and then jumped around where I put it.
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on my test map, shadows 4 (md3 and glm) are sometimes on the ceiling as well as where they should be projected. Still get that pass error too when jumping at the light source, possibly the ghoul2 code being screwy?
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So while patches are good for openGL 1, they suck ass for openGL 2.
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Use an entity called fxRunner I think.
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Using a lot of patches together may introduce mesh holes when they switch LODS.
Why not just export them as ASE/MD3/OBJ to be misc_models?
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Is there any way to fix this?
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Why is it so limited?
Bridge (Func_Door) Not Lit
in Modding Assistance
Posted
Still would be better off with a model, for best results.