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Posts posted by Tempust85
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Speaking of pshadows, ioq3 has theirs working well. I've got a branch for porting it, but nothing shows up still and I think it has to do with the different sorting. @Xycaleth, you busy bro?
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Well, I got a new patch from ioq3 working in our GL2 renderer. I needed to change few more things to make it work, but it does now.
This enables cg_shadows 3 to work again. I know this is not really what we want, but:
Added to this. I've fixed misc_model_static's to cast a projection shadow with the Z component of the shadow correctly planted on the floor (was in the middle of the model). Can't do it for misc_model_ghoul though (shadow Z component is screwed), so to get shadows for them we'll have to wait until pshadows work.
SomaZ likes this -
@@Stoiss With what though?
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You should come help out on DF2mod's renderer, wz looks sweet!
Smoo likes this -
Later versions of Max use python I think, if that helps.
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Just about every weapon in jkg has been slapped together, and have poor optimization. I wouldn't use any of them.
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Sounds like either radiant or q3map2 is screwed, or maybe both. Try a fresh download.
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Speaking of Gorc, how's the PBR version coming @@Psyk0Sith ?
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Rebels' blades look nothing like EP4 blades.
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Can you please post a few screens of it in a 100% dark area with no other lights around?
Langerd likes this -
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Honestly, if you want q3/jka maps go play the games. Take the time to build something beautiful in UE4 - something you can't do with q3/jka (at least not yet).
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It's still no where near as bad as rebels' blades.
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Rofl, the great mind of the dlight.
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Shouldn't the light get blocked by the light fixture with or without the dlight shadows?
Its like the game thinks the fixture isn't even there in the first place.
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Not sure why, but the ceiling is still getting light even though the light fixture should be blocking it from the dlight ent.
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Each ent has a comment of what it does in the code, so you could go through and check each ent and make sure it's description is up to date.
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Just played the PC BETA and the first thing I think of is, we really don't need Moviebattles II anymore. Classes is a decent improvement, for sure. I played as trade fed on Naboo against Clones + Rey and it was great. The icing was seeing leaves blow around the streets, just made it all the more realistic. Combat-wise it feels like the first Battlefront (dice) which to me, was a Star Wars CoD experience with a few differences.
I'll be buying this for sure.
General Howard likes this -
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ShaderED also becomes obsolete with a modern renderer. Could really use the source code.
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Perhaps look into making the editors in-game, like Id Tech 4.
Archangel35757 likes this -
You can set up the constraints in your 3D package, then bake it so all movement is keyed onto the bones. It's how I managed to get the pistons on my t-800 to move right years ago in both source and JKA.
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Unless they have PBR materials, can't really use them.
P.S
If you want something smaller to do, how about a DF mod MP? Much less work.
FEATURE: OpenGL 3 Renderer
in DF2 Mod Development
Posted
I did that because I couldn't find where to add shadowplane to md3 items, misc models, etc. So this just disables that check.
EDIT:
Tried everywhere possible to add RF_SHADOW_PLANE (drawmiscents, createmiscentfromgent, misc_model_static), and no luck. :\