-
Posts
1,054 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Posts posted by Szico VII
-
-
How did JKG do it then?
-
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
-
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)
-
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.
-
Base maps will look almost identical unless someone updates them with rend2 shaders and textures.
-
So my friend, is the SEARCH tool
-
I've never noticed angles nor radius to do much for me
-
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
-
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.
-
-
I might suggest that the source is disproportionately small to the light emitted then
-
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?
-
Again.
The question wasnt what is tcmod. It's what is tcmod entitytranslate -
Never actually changes what?
-
Any idea what this does?
-
Its so yellow and yet again, no lights
-
No no no, the JK2 level
Edit, nevermind this is just for DF2...never played it
-
Nar Shaddaa for sure, thats the first level after the lightsaber, right?
-
I used alpha fades for the waterfall with an overlying foam shader (tcmod scroll) and that one isnt lightmapped as I havent figured out how to lightmap a transparent and blended surface...
The water on the floor is lightmapped, with an envmap, a glow env map, a caustic effect shader and some displacement of the vertices using deformvertexes. Also tesssize 32 to increase tris count and make the env map look better.
I plan to improve the candle effects but its basically an animmap with around 16 stages
-
I dunno what that big glowy thing is but I want to touch it. Is that bad?
-
-
*cough* if you tell me how to I shall do it
-
Temporary skybox
-
rd-rend2 (old thread)
in OpenJK
Posted
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