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Everything posted by Szico VII
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Func groups arent ingame entitities. They are editor-and compiler-only.
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Only if its just a slight hint. Otherwise no, its fucking awful.
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It needs a game switch not an engine path for that?
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Engine path points to ja? I didnt think q3map2 cared about or needed an engine path@?
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As in dont add your celshader to individual entities or individual map shaders, just try adding it globally to the worldspawn?
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I mean have you tried compiling with it set on a per-map basis not a per-shader basis
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Is there not a worldspawn _celshader key?
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Its always worked for me?
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I was already using that... It fixed the church flowers but not any of the most recently posted white shader errors.
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Ta-da?
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@@Xycaleth Exactly that really, loads are just showing up as white...mostly seems to be reflective/env shaders. But then there's some areas where the same exact shader is white for no reason and in other areas it isn't. For example, in that screenshot i took, the exact same shader looking in the opposite direction has a few white triangles randomly added in. The lightmaps are still displayed, just not the texture/shader effects...see below:
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@@Xycaleth http://jkhub.org/topic/1120-moonbase-labs/page-12 It does break loads of the other map shaders though
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Now, this, really looks epic. (with rend2) Pity it fucks up half the other shaders in the map
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Now, this, really looks epic. Pity it fucks up half the other shaders in the map
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Awesome, many thanks.
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Doesnt make any difference for me. Perhaps this requires a dynamic sun?
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How do i use HDR and tone mapping?
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Pssst.....bloom Parrallax appears to be working fine? Great work so far though - really thankful you pinpointed the crash error.
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REND2 - Courtesy of @@Xycaleth
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Bioshock Infinite - The Church of Our Lord
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
REND2 - Courtesy of @@Xycaleth -
So theres only 4 new shader syntaxes to cover normal/parralax and dynamic sun? No cubemaps, no bloom, no HDR? Awww.
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Yeah, cool. I think a shader manual for rend2 is a VERY good idea as I have no idea how to use any new shader commands aside from the normalmap ones. For example, cubemaps, distortion shaders e.t.c Also, when it says..."alpha channel" for normalparralaxmaps....how does that work exactly?