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Everything posted by Tempust85
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level Level 13: Lost planet of the Jedi
Tempust85 replied to Randorando's topic in Dark Forces II Mod
Looking great! Hm, there looks like there's a light without a light source in the cave? -
You'd be better off trying "11gorc". It's pretty decently lit.
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Hypothetical Questions That Are Purely Hypothetical
Tempust85 replied to MagSul's topic in General Modding Discussions
Is that mod still going? -
Updated: - https://jkhub.org/topic/5538-mapping-tips-radiant-setup/ Added a link to an updated GTKRadiant .1.6.6 EXE, which ignores suffixes like "_NH" & "_RMO" in the texture browser. Also added toolbar buttons for drag vertices and edges.
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Updated: - All PK3 files - opendf2_sp.x86.exe - rdsp-GL2_x86.dll - df2gamex86.dll Bug fixes: - fixed Kyle model not showing - r_refraction is now set to 0 by default, until we fix it. Redid two crate textures for 11gorc, so please check it out.
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Updated: - All PK3 files - opendf2_sp.x86.exe - rdsp-GL2_x86.dll - df2gamex86.dll Added: - DF2_models.pk3 - DF2_sound.pk3 Fresh copies of all PK3 files. Separated more files out DF2_assets.pk3. This update includes a ratio fix for videos, and the vid_restart crash fix from OpenJK.
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Magic Sheev. Just don't ask him to strip for god's sake.
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Just keep track of DF2 Mod's forums and the JK Community discord.
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Updated: - DF2_assets.pk3 - DF2_textures.pk3 - DF2_textures_pbr.pk3 Added: - DF2_maps.pk3 - DF2_models.pk3 Known Bugs: - Player/NPCs using force push/pull will crash the game. This will be fixed in the near future. For now, try "r_refraction 0" (I think that's the cvar?) in the console. "11gorc" is now playable. Note that the level is still a WIP, with placeholder NPCs. Type "map 11gorc" into the console to play.
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Rend2 is actively worked on for SP, with changes ported to MP later on.
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Updated: - DF2_assets.pk3 https://jkhub.org/topic/5538-mapping-tips-radiant-setup/ - Added "custinfoparms.txt" to DF2_assets.pk3 - Added information on how to use "-custinfoparms". This is in lieu of having to use a custom q3map2.exe.
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You can use whatever texture you want for the blade, so the core can look how ever you want it to look. You'll have to compile my code (from the link) to be able to use it.
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@@Noodle It's funny you say that, because Jan and Hera are voiced by the same person. She must have a way with men on-screen.
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Updated: - DF2_assets.pk3 - opendf2_sp.x86.exe - rdsp-GL2_x86.dll - df2gamex86.dll The brown battery acid you see in the original DF2 game has now been added. Pretty much a clone of the green acid. For mappers to use this, you need to read https://jkhub.org/topic/5538-mapping-tips-radiant-setup/ .
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Updated: - DF2_assets.pk3 Added: - test_rend2.pk3 Added "test_rend2.pk3" which contains my test map. Features: - liquid shaders for water (standard water, green acid, battery acid, water fast, water very fast, ocean) - misc_dlights - GL2 sun - a few, quickly made PBR materials - 2 of Toshi's source engine models - AshuraDX's PBR clone - grass surface sprites (doesn't receive any shadows atm) - PBR glass which is breakable - cubemap mirrors - misc_model_ghoul - misc_model_iqm - misc_model_breakable (for animated MD3) To load, type "devmap test_rend2" into the console. FPS may drop inside where the misc_dlights are, it does on my machine. If the map is too bright, do "r_forcesun 1". Do "r_forcesun 2" for moving sun.
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Honestly, it didn't occur to me to have a mass conversation but I've now done it. As I said in the message, the link will stay the same.
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@@sebcrea , feel free to apply for the DF2 Mod.
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Looks better than the dust gradients in base game, thanks for the info.
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The gun in those shots looks nice but it's for the vanilla renderer, and we're using a more modern renderer that uses PBR materials. EDIT: If you can make a PBR version, that'd be great! What I'm curious about is the effect you have for the lights - is it some kind of fog effect?
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Updated: - Everything All DF2 Mod developers, PM me for a link to download the mod.
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This model won't deform very well, rigged against the standard player _humanoid skeleton. That aside, you need to decrease the quality a fair bit to get it to work in JKA and possibly OpenJK (not sure on this). 4k polys can easily be like 8k tris. I'd concentrate on getting a model that is optimized enough to work in-game and deforms the best it can, long before worrying about UV mapping or texturing.
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Ok so transparency seems to work, but I can't seem to have cubemaps working as well. Also found out that for cubemaps to work in a shader, the shader must have a lightmap stage. EDIT: Got something working, but need to tweak it. I'll post back when i'm done. EDIT 2: Nope, looks like shit.
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level Level 13: Lost planet of the Jedi
Tempust85 replied to Randorando's topic in Dark Forces II Mod
Well I tried it out the other day and my lightmaps were screwed horribly.