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mrwonko

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Everything posted by mrwonko

  1. Sitting in Uni I have no access to actual shaders for reference, but off the top off my head: You could take a look at Chewie's furIf you're going to use it on map objects as well: q3map2_nolightmap and q3map2_onlyvertexlighting or whatever they're called. A saber is never going to be processed by Q3Map2 though, so a simple omission of the $lightmap stage will suffice. (Models are not lightmapped, after all.)A single stage for the textureblendFunc GL_ONE GL_ZERO so it overwrites anything previously rendered (in detail: multiply new pixel color (source) by 1, previous (destination) by 0, add results)alphaFunc GE128 so alpha values greater or equal to 128 will be drawn, values below will not. (Alpha tests should (usually) be all-or-nothing to avoid problems)depthWrite so that written pixels also get written to the Depth Buffer (so stuff behind it will not be drawn in front)rgbGen vertex to use vertex colour (i.e. per-vertex-lighting) for colouringSo something like this:path/to/shader { { map path/to/texture blendFunc GL_ONE GL_ZERO alphaFunc GE128 rgbGen vertex depthWrite } }
  2. I hate just giving an example without explaining how or why it works, so instead of giving you shader code I'll explain the concept. Making a texture shiny is achieved by overlaying a second, transparent texture that then moves around (the reflections). To then prevent certain parts from being shiny, you could overlay another texture with transparent parts on it. The non-transparent parts would thus hide the shininess. The exact shader varies depending on whether you need a lightmap etc. You're thinking of an on-character HUD akin to Dead Space? Having procedural shaders is not unheard of: Jedi Knight Galaxies has weapons with Ammo Counters and Hydroball has the in-map scoreboards, but this requires code modifications which make it pretty tricky if you're not into coding. I would assume this requires coding as well, but I don't know for sure.
  3. Partially.
  4. Get stuck? As in doesn't turn off anymore? No idea why that might be... Somewhat unrelated: If you find you need to save entities, you can use a single fx_runner instead and move it via script (to hard-coded positions, obviously - a ref_tag at each location might as well just be an fx_runner). As a side effect that might help with the getting stuck, since if it does get stuck it'll be used again soon after. (Could you test if using the stuck fx_runner again fixes it?)
  5. At the risk of staying off topic... why don't you try the exporter yourself?
  6. I have absolutely nothing to do from February 17th to (and including) April 9th due to lack of lectures. (Well, that's technically not quite true, I want to finish that other JKA mod, but you get the idea.) I'm not very good at making visually nice stuff, so I'll leave that to the others, but I can improve the VIS and do some entity and icarus magic and the like, which would be done towards the end.
  7. I think that's a concept for one of the Sands of Time trilogy Prince of Persia games, would make sense since Raphael Lacoste (who did that image) was the Art Director. Some of the other images are by Feng Zhu who apparently did some more great stuff since then, might be worth checking that out as well. And that's just fine, since Q3Map2 supports models just fine. Create some cool stuff whichever way you like and we'll be able to incorporate it.
  8. Sure thing. Also have some churches and other mostly Baroque building. Not sure which one I prefer, Baroque or Gothic, but Baroque's high fidelity might be in favor of something Gothic. Baroque is more fitting for something with normal maps. And some more or less unrelated inspirational images.
  9. Sure thing. Image, my version. Might actually be the latest version. Personally, I'm currently playing Dark Souls and love its world. I'd love to model something that tightly packed and with so much verticality, but this is probably not the place for that. Another thought: Anybody know Blame (the Manga)? Very cool Sci-Fi architecture in there. Yet another one: Cyberpunk. Think Hard Reset, for example. Cathedrals rock. Been to the one in Cologne a couple of times. Very impressive. Love Gothic architecture. See also this or this. Yet another interesting idea. Playermodel, huh? Hadn't really thought about that. There sure is potential for some great player models. Or vehicles. Or whatever. Agreed, Myst has beautiful environments. 'nuff said.
  10. If he has no backups, I still have my latest version. Not sure how recent that is though... And yeah, I was mostly just toying with the modelling idea. I'd just love to see how much we can still get out of the Q3 engine by using lots of models for extra detail.
  11. You can just export to 3ds/lwo/obj/ase and q3map2 takes care of the rest (provided the texture paths are right).
  12. I might... But I have this big sp campaign that needs finishing, that should have priority, except it currently apparently hasn't, since I'm not working on it. But I guess I'd surely have enough time for a little contribution.
  13. I'd like a Blender map model pass me around - that is, we create a map, but it's completely done in Blender (except for collision and vis blocking). Do we have some decent concept artists? I feel nice concepts would be a good starting point.
  14. That was more or less my point: No it doesn't. It uses the GPU, just in an inefficient, slow way.
  15. Humbug. JKA is hardware-based (it uses OpenGL after all), the only problem is that it only uses the fixed function pipeline, which makes it much slower than a (gpu) shader based approach. Don't just convert to ASE - actually model them. ASE-ifying brushes leads to fairly bad models, handcrafted models are usually better in pretty much every way.
  16. Yeah, that's totally possible... in Prey.
  17. I guess telling you it's very easy in Blender doesn't help?
  18. It's mostly for shits and giggles. Also, we love JKA. That will likely be cease-and-desisted to hell and back at some point though.
  19. No, but it is possible to import a weighted model into Blender while keeping the weights, then add some accessories, weight those, and re-export. I should write a nice tutorial on that (or film one), the ghoul 2 plugin is in dire need of good documentation. I have a lot to do though, I'll have to evaluate my priorities.
  20. I'm already done, pretty much. We just need an official release. Until then, you can get the gamepack via svn from http://svn.icculus.org/gtkradiant-gamepacks/JAPack/trunk/ Yes, they need documentation.
  21. That's just a shortcoming of the exporter though. One could imagine the importer triangulating it automatically. Regarding the actual question: I'd render the imported model from front/side/top and then recreate it based on that. That wouldn't be far from modelling based on screenshots.
  22. Sounds like the program you're using to edit the textures doesn't support transparency, effectively removing it. Or you made a mistake somewhere.
  23. Damn hard, practically nigh impossible.
  24. It teaches you how to use patches and is thus totally relevant.
  25. Which kind of camera?
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