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Szico VII

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Everything posted by Szico VII

  1. @@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:
  2. @@Xycaleth http://jkhub.org/topic/1120-moonbase-labs/page-12 It does break loads of the other map shaders though
  3. Now, this, really looks epic. (with rend2) Pity it fucks up half the other shaders in the map
  4. Now, this, really looks epic. Pity it fucks up half the other shaders in the map
  5. Awesome, many thanks.
  6. Doesnt make any difference for me. Perhaps this requires a dynamic sun?
  7. How do i use HDR and tone mapping?
  8. Pssst.....bloom Parrallax appears to be working fine? Great work so far though - really thankful you pinpointed the crash error.
  9. REND2 - Courtesy of @@Xycaleth
  10. REND2 - Courtesy of @@Xycaleth
  11. So theres only 4 new shader syntaxes to cover normal/parralax and dynamic sun? No cubemaps, no bloom, no HDR? Awww.
  12. 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?
  13. How do we add bloom to textures now glow doesnt work?
  14. Just acts like a floating cube of water contained by invisible walls
  15. <---Reference is completely lost on.
  16. Its still a portal so it is actually drawing the entire scene in real time 3d as you view it through the portal surface.
  17. caulk_water for the volume brush with a water shader applied to the top face. BOOM
  18. Awesome.
  19. Sweet, let me know when its working! (There was a problem with default renderer? That always worked ok for me lol)
  20. Will it cycle through logically though or would it randomly go to different cameras? Does that even work?
  21. Ive scaled it properly now, started adding walls, more candles, sorted glow, added some attempt at god rays, amended contrast of mural, improved tris count of the banner. Also kyle in shot for scaling. Video first: And in qeffects:
  22. No worries, that shader is hardly proprietary to me anyway really Also, mine says "GTK" Radiant when it starts up. If I see GTK, I know what it is, even if the generic program name for idtech3 is a radiant level editor
  23. Just have the brush your portal texture is on set as a func_useable. Then set up 5 more func_useables with camera connections (thats 6 sets of each entity ex.useables in total so 18 entities) for each of your 6 views. Then you can simply swap between them using triggers and or script. Or, if you like scripting you could feasibly change the target of the cameras to different target positions via script without needing so many entities.
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