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Bad Dancer liked a tutorial: MD3 Import/Export Using Blender 3.3
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Bad Dancer liked a file: JK2 Logo with custom normals
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Bad Dancer liked a file: Bespin Duel Reborn
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Bad Dancer liked a post in a topic: Rend2 - A Modern Renderer
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Ні SomaZ! Thank you very much! Hello everyone! Something strange with normalmaps on the model. Looks differently each time, and almost always incorrectly. (Random.) I have to do a lot of restarts to make the texture look right. Once the normalmap looked good: https://drive.google.com/drive/folders/1BgMsgThSjCQMi0gkMw6BMahNM6z1ywBQ But after the vid_restart..: https://drive.google.com/drive/folders/14e227p6CbhhThkVdhbn1Hw7hz6_xlYDG Normalmap - https://drive.google.com/drive/folders/107DZhCEB1mTgkpdaIGHp4T4NOHpaEfHm
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Bad Dancer liked a post in a topic: Rend2 - A Modern Renderer
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Hi Somaz! Thank you! It's working.) I want to make materials for many textures and improve textures. But it is very difficult to find a shader file for many textures. For example, I did not find a shader for this floor texture. https://drive.google.com/file/d/1ChIUp-V1WI0pfr2pFGmpjblOpL6GEFPE/view?usp=sharing Is there a way to quickly find the location of the shader for a texture?
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Bad Dancer liked a post in a topic: Rend2 - A Modern Renderer
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Hello everybody! parallaxmap and specularmap is not working.( please tell me what i do wrong textures/korriban/k_ceiling { qer_editorimage textures/korriban/k_ceiling.jpg { map textures/korriban/k_ceiling.jpg } { stage normalparallaxmap map textures/korriban/k_ceiling_n.tga } { stage specularmap map textures/korriban/k_ceiling_s } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO } } https://drive.google.com/drive/folders/1XOosx0AnxPqIgD0i5GiyYKnZyutXbKgd?usp=sharing https://drive.google.com/file/d/1uqxq6dBOGhIF02ocjYCsp6Kv_UAivDWq/view?usp=sharing r_normalmapping 1 r_parallaxmapping 1 r_specularmapping 1
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Bad Dancer liked a post in a topic: JKA Shader Manual
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Thank you AshuraDX, Daedra. At the moment, I'm not planning to change the smoketrail effect. Maybe later. Now I'm trying to find a shader that will help me make a lot of good effects. Plane: The usual scrolling shader looks like this: I need the following result: Is it possible to make the RGB scroll and the alpha channel does not move? If this result can be obtained using a single texture, it will be even better. I would like any shader with which I get the following result: ----- P.S. Thank you minilogoguy18. Soon there will be new effects that I create now.
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swegmaster liked a post in a topic: Help understanding blendFunc
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minilogoguy18 liked a post in a topic: Help understanding blendFunc
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AshuraDX, do you know where I can find the shader of this smoke? If you know, please help me. This smoke has a scroll, and it becomes transparent at the edge. Maybe this is the shader I was looking for:
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Langerd liked a post in a topic: Help understanding blendFunc
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I got some idea about this ... Maybe this idea is silly, but I dared to ask ... Maybe we need to add a texture 3 to this shader, with some settings? Then the alpha channel will only affect texture 2, and will not affect the transparency of other effects?
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ooeJack liked a post in a topic: Help understanding blendFunc
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Langerd liked a post in a topic: Help understanding blendFunc
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Bad Dancer liked a post in a topic: Help understanding blendFunc
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Thank you, AshuraDX. I create some effects for the game, and this shader will help me a lot. My "Blood Sparks" effects. (This shader was not needed here, but for the other effects, I really need it.) https://youtu.be/Qp5AhBJeSDk https://youtu.be/XF5H1XBi9oQ
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Thank you! It really works. But there are two problems: 1 - Very sharp edges of the Alpha Channel. (There is no smooth transition from white to black.) 2 - Transparency of other effects. (Explosions, fire ...) When I look through this effect to other effects, they become transparent in those places where this effect should be transparent. I am very interested in solving these problems. Especially solving problem number 2. Can you help me with this?
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AshuraDX, Yes. I would like to get the result as on the third picture, (+ scrolling).
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Hi Xycaleth. Please write an example of this shader. (Two textures, one of which is an alpha mask). (The first texture should scroll, and the alpha channel of the second texture should make the first texture transparent or invisible near the edges, (depending on the alpha channel).) I need to get the following result: Texture1 (which will scroll). Texture2 Alpha Channel - (which will not scroll). Result.
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Smoo liked a post in a topic: Rend2 - A Modern Renderer
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Thank you. Do you mean computer configuration or game configuration? I sent some additional information to PM.
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Bad Dancer liked a post in a topic: Rend2 - A Modern Renderer
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Bad Dancer liked a post in a topic: Rend2 - A Modern Renderer
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Your advice (r_ignoreDstAlpha 0) helped me get rid of another problem (in the game menu). Sorry, I provided you with incorrect information. I was wrong. When r_hdr 1, r_cubemapping 1, here's what happens: 1 2 Regarding r_ignoreDstAlpha 0 ... When I opened the game with rend2, the game showed me an ERROR. -------------------------- ERROR: GL_State: invalid src blend state bits ******************** RE_Shutdown (0) recursive error after: GL_State: invalid src blend state bits -------------------------- I had to run the game with cl_renderer rd-vanilla, after that I wrote devmap "mapname", and only then I entered cl_renderer rd-rend2 ... Before each output in the game menu, I had to change the renderer on (rd-vanilla). When I entered r_ignoreDstAlpha 0, crashes stopped. Thank you. What does r_ignoreDstAlpha affect?
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I forgot to write. That's right, r_cubemapping 1. Regarding r_hdr ... When r_hdr 1, r_cubemapping 1, here's what happens: ERROR: GL_State: invalid src blend state bits ******************** RE_Shutdown (0) recursive error after: GL_State: invalid src blend state bits Can you suggest something to me? P.S. (1)-(7) Did I do everything right? Were there any mistakes? P.P.S.
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Thank you, SomaZ. (1) - I did not find misc_cubemap. (2) - I created a light entity. (3) - After that I clicked "N". Сlassname light changed to classname misc_cubemap. (In the upper right corner is my sketch, I closed the blank space in the image.) (4) - I removed the sun from the sky shader. (5) - Q3map2build settings. (6) - Compiling. (7) - After completing the compilation, the sun has reappeared. (8) - Devmap a1. (9) - Cl_render rd-rend2; vid_restart. The sunny side of the wall. (No environment reflections. Only fx runners and sun.) (10) - The shadow side of the wall. (No environment reflections. Only fx runners and sun.) (11) - I did everything the same, from 1 to 10, only with other textures. (No environment reflections. Only fx runners and sun.) (12) - The shadow side of the wall. (No environment reflections. Only fx runners and sun.) r_normalmapping 1 r_specularmapping 1 r_deluxemapping 1 r_sunlightmode 2 r_hdr 0 r_gennormalmaps 1 r_basenormalx 2.0 r_basenormaly 2.0 r_ssao 0 r_dlightmode 1
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Hello. I can not figure out Cubemap. I am very interested in the environment reflections for water, metal surfaces, smooth dielectric surfaces ... How to get reflection? Please tell me how to correctly place and configure Cubemap? .. (What programs are needed for this, besides Gtkradiant?) Should I do "Cubemap shot"? If so, how to do it? Are there any other ways to get eNvironment reflections? Cubemapped skybox shader, cubemapped water shader? .. Please create a small test map (1 floor, 1 wall, Skybox and cubemap), so I can check if the cubemap works in the game. (If you already have a map created with Cubemap, please provide a download link.)