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Posts posted by Szico VII
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No I tried ase to md3.
.map it doesnt load at all, and when converting to .obj all the textures disappeared but the model itself converted normally.
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Oh my god....it worked on the one I just tested. Oh..my...god. MUST TRY MORE
Archangel35757 and Futuza like this -
One day someone will write an easy conversion tool where I can just click "convert".... In my dreams, anyway.
{JoF} Atlas likes this -
There's lots of reasons you might prefer md3 but I'm still looking for a fast easy way to do it without needing a dedicated modelling program
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All set to 0 except r_hdr
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The glow is less in your face now. I might tweak it to be more like the original glow if people prefer the old way. Is there any difference at all if you toggle r_dynamicGlow?
And there's still some issues with ordering of draws which might be what you're seeing with the water.
@@Xycaleth - I cant see any difference with 1 or 0. Screens later
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@@Xycaleth - Newest version doesn't crash anymore but there doesn't appear to be any dglow...has the shader command changed?
ALso theres a weird bug where if my 2d screen items are visible (i.e cg_draw2d 1) my water shader intermittently disappears
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Mine is also now crashing on startup with the most recent build Xycaleth posted.
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Awwwwww no, there's a guy from About Time in it? FUCK.
As for Max Sydow, judging by his past appearances on Stargate e.t.c, he's gotta be a bad guy.
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http://starwars.com/news/star-wars-episode-7-cast-announced.html
Thoughts? I'm starting to feel excited.
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What @@mrwonko said
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Cool, except the rend2 I have no longer works with the most recent OpenJK builds
And a tutorial on how to use cubemaps would be very nice
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How did JKG do it then?
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I think I have explained poorly. What I mean is, rend 2 wont grab data from the .shader that it doesn't find in the .mtr if such a shader is present in the map.
So unless you re-transpose any new shaders into your .mtr as well as the .shader (even if they have no rend2 specific stages) then rend2 wont load them.
As Xycaleth said, it seems to ignore the .shader entirely if there is an mtr present, I thought it would intelligently look at both, but guess not hah
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Really...Every time I add a new shader to my normal .shader, I also have to add it to the .mtr to get it to work in rend2 (even if theres no rend2 specific stages)
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Rend2 doesn't just read .mtr files. It checks for an .mtr before it loads .shader. Rend2 shader stuff works in both.
I dont think it does - Unless I have a .mtr which is identical to my .shader I get a load of buggy texture errors. It doesnt appear to me like it falls back on the .shader at all.
Every time I add a new shader I also have to add it to .mtr or rend2 wont load it properly.
Or, at the very least, if you do have an mtr, but it doesnt contain all the same details that the shader does, it doesnt also reference the shader too.
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Base maps will look almost identical unless someone updates them with rend2 shaders and textures.
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So my friend, is the SEARCH tool
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I've never noticed angles nor radius to do much for me
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Well, the light texture now needs changing, but look how much bigger the light had to be to get the rough same lighting effect!
Its really easy to change your shaders to customise the light colour, textures, intensity.
http://mapping.jkhub.org/Shaders365_Lesson_2_LightEmitting_files/sh365lsn2.htm
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Its hard to tell for sure, though is that entity lighting? Have you tried a shader light, removing the light entities and seeing how it renders, that would be a more realistic impression.
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I might suggest that the source is disproportionately small to the light emitted then
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So if I made an entity with basic textures and one part had a shader with this parameter, all the other textures would get scrolled as well?
Converting .ase to .md3?
in Modding Assistance
Posted
No its a radiant .ase so the textures come from the /textures/mapname folder