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Tempust85

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Everything posted by Tempust85

  1. MD3's only ever want to animate tags for me, not the actual model animation.
  2. Oops I meant dlights and reflection to be separate requests, my bad lol. Yeah I think that guy is trolling, very odd replies....
  3. @@Xycaleth, when you implement dlights that project shadows & reflection (as in mirror-like reflection), I'll make a rend2 conversion of an existing map. Right now, I've been toying with FFA1 but it doesn't look as good as I'd like.
  4. Shouldn't be too difficult to plug it into rend2 through the use of cubemaps for reflection. EDIT: Well that failed, no idea how you'd set spec & normal maps to animap.
  5. Just change the lava texture and/or shader. Sure it may be small compared, but afaik battlefront maps are built for large-scale war.
  6. Well you should be able to run the animations via script in a map, without having to add the animation names to the game code.
  7. That's why I'm the n00b and you're the programmer guy, you know much.
  8. Define custom? If they are the basics like run/walk/idle/stand etc, just rename them to match the animdef in the code.
  9. GTX 640. Sounds like an NVIDIA card compatibility issue with rend2 which is good (meaning the code isn't borked), but also bad (you'll probably need to do extra coding that's NVIDIA specific).
  10. It happens on models that do not have normal maps or even shaders. Good example is the jedi model (not jaden). I've removed ALL of my mods and i'm just running openJK with base assets. It could be an issue that was brought about at the same time as mesh holes, which is when you changed the normal map code for ghoul2. As AhsuraDX said, this & mesh holes happen randomly and not everytime.
  11. Lol, NPC's are GLM models unless someone codes in another format then it could be any format. @@Archangel35757 I wouldn't expect it to work with MP, but should be ok for SP. So long as you follow the JKA specifics, it should work fine. Take a look at how the rocket trooper works, he has his own GLA + animation.cfg. 2. You'll need to rename animations to match the animation list in JKA (BOTH_WALK1, BOTH_RUN1, etc) 3. Game loads the GLM then the GLM loads the GLA so to speak, and loads the animation.cfg from the GLA directory AFAIK so you shouldn't need any coding whatsoever unless you need to add special behaviour/animations that isn't/aren't already present in JKA. The only problem I can think of that you'll run into is bone angles (for torso movement while pitching etc) & bone names (the code moves a few of them). What I'd do to fix this is to use a clean set of bones that are identical to _humanoid (with correct angles & naming) and bind the EF skeleton to them.
  12. @@Xycaleth The black bits goes away if I turn off normal mapping.
  13. Maybe it's my card or something that rend2 doesn't like. Anyways, I've been trying out cubemaps and I get this error when r_cubemapping is enabled. From first glance, it seems like it doesn't like platform toolset 120: var_PrimaryLightDir.xyz; // enable when point lights are supported as primary lights //sqrLightDist = dot(L2, L2); //L2 /= sqrt(sqrLightDist); NL2 = clamp(dot(N, L2), 0.0, 1.0); H2 = normalize(L2 + E); EH2 = clamp(dot(E, H2), 0.0, 1.0); NH2 = clamp(dot(N, H2), 0.0, 1.0); reflectance = diffuse.rgb; reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, gloss, shininess); lightColor = u_PrimaryLightColor * var_Color.rgb; // enable when point lights are supported as primary lights //lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist); #if defined(USE_SHADOWMAP) lightColor *= shadowValue; #endif // enable when point lights are supported as primary lights //lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist); gl_FragColor.rgb += lightColor * reflectance * NL2; #endif #else lightColor = var_Color.rgb; #if defined(USE_LIGHTMAP) lightColor *= lightmapColor.rgb; #endif gl_FragColor.rgb = diffuse.rgb * lightColor; #endif gl_FragColor.a = diffuse.a * var_Color.a; #if defined(USE_GLOW_BUFFER) out_Glow = gl_FragColor; #else out_Glow = vec4(0.0); #endif } compile log: 0(345) : error C7533: global function textureCubeLod is deprecated after version 120 recursive error after: Couldn't compile shader
  14. Also, the model's face mesh disappears randomly. Not sure if these two issues are connected, or whether it's just faces or random parts of the model:
  15. Works now. It seems now though, I get weird black bits on any ghoul2 model that has "rgbGen lightingdiffuseEntity" in the .shader or .mtr. Models that don't use a shader have no issues.
  16. For MP, yes but rend2 is far from complete. There is no dedicated programmer, so there's no prediction on rend2's completion.
  17. Alternatively, you could add a blank PNG and re-write the shader.
  18. I can no longer run rend2:
  19. Warwick Davis + these images = ewoks
  20. Ingame, no normal maps ( obviously ): Haven't started animating yet, and the gun position can be altered.
  21. He's supposed to have some heavy cybernetics.
  22. Top looks like Daisy Ridley's character's home from the description I've read. Bottom one holds up with my theory of Vader cultists.
  23. Yeah, deleted scene from the spark of rebellion.
  24. I hope it's the Remnant, would totally set things up for 3 Kyle Katarn movies.
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