

anti2
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Everything posted by anti2
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I think in oasismesa.mtr you should use ormMap keyword rather than rmoMap. In your textures (at lease a few I checked) red channel contains ambient occlustion, green is roughness and blue is metallic. Upd. om_hexagonrock_r, om_impcargo_r, om_impcrate_r, om_radar_r should be rmoMap om_sand_r, om_rocks_r are plain roughness textures others are ormMap
- 6 comments
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- contest entry
- rend2
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Option 1: Space Engine Space Engine is a universe simulator, which also can capture 360-degrees panorama in space and from planet's surface. It has endless number of procedurally generated worlds, so you can find literally any space environment or any planetary sky you want (sand planet with binary suns, for example). Beta versions before 0.99 are free to download from the official forum. For me, 0.9.6 is the most stable. Pre-release versions may be incompatible with new nVidia drivers. If the game crashes on startup, try this solution I found on Reddit. It worked for me. Of course, release version of SpaceEngine is available at Steam, but it's paid. Launch the game, fly to any location in space, planet or asteroid surface you like, then press Escape to open main menu and select "Tools" (or "Editor" in pre-release versions), and then "Export skybox". Leave default settings (or increase/decrease resolution) and press "Export". That's all. Now you can find six images in [installation directory]/export in Steam version or [installation directory]/cache/export in an old version. We just need to rename them and optionally convert from tga to jpg: sky_neg_x -> planetname_bk sky_pos_x -> planetname_ft sky_neg_y -> planetname_dn sky_pos_y -> planetname_up sky_neg_z -> planetname_lf sky_pos_z -> planetname_rt Space Engine has tons of settings to adjust visuals. I usually decrease stars brightness and hide lens flares. Option 2: Unreal Engine Default start level in UE5 has basic sky/atmosphere setup, plus you're free to add any objects (city landscape, for example) in viewport. Also, UE5 can capture panorama in HDR. So it's a pretty good tool. Note: here I assume you're at least slightly familiar with UE, can download it, install, launch and modify a game scene. After you finish your scene, from "Place Actors" window find and drag SceneCaptureCube to some location in viewport. Just make sure it's above the ground. Select the actor, and at the "Details" tab set "Capture Source" to "Final Color" in HDR or sRGB or LDR depending on your needs. In Content Browser create new skybox texture: click "+Add" button -> Texture -> Cube Render Target. Double-click on the created asset to open it. In the "Details" tab set "Size X" to 1024 or 2048. In the same tab set or uncheck HDR checkbox. Close the texture window, make sure again you selected SceneCaptureCube actor in viewport, and in "Texture Target" field (at the "Detalis" tab) select the texture asset you've just created. UE will render it immediately, and you should see the skybox if you open the texture asset again. Right mouse click at the texture asset in Content Browser and in the popup menu select Asset Actions -> Export. There are two useful export file types: HDR (regardless of your capture format) and DDS. DDS already contains cubemap as 6 images. You just need a software to extract them. But I usually use HDR format (which contains single sky texture) and Blender with "Blender BSP Importer" plugin by SomaZ to generate six cube textures from it. If you are not familiar with it: In Blender, go to "Rendering" mode and import your skybox texture (just drag&drop it to Blender). Open "ID3 Mapping" from vertical strip (at the right from viewport/texture view) and click the only available button "Make skybox from equirectangular". Now your Blender project has 6 new textures. Open them one by one at the rendering tab and select Image -> Save as... to save as files.
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Anniversary Campaign Expansion mod
anti2 replied to WhiteSaber's topic in General Modding Discussions
Hey, Maybe you have other mods installed which modify UI and override ui/ingamemissionselect2.menu file? I think I renamed mod files, so they have other names now. "modace....pk3" or something like that. -
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Version 0.5
913 downloads
PBR textures to use with compatible renderer (i. e. rend2). This package covers most of SP textures and some of MP. It also includes reflection probes for SP levels, There are some known issues, especially with md3 normal maps, and please report in comments about any problems you see. Installation Extract pk3 files to the Base directory. I also recommend to download "Rend2 Setup UI" to enable reflections and parallax mapping. Alternatively, use console commands "r_cubeMapping 1;r_cubeMappingBounces 2;r_parallaxMapping 1;vid_restart;" (without quotes). Note: base color textures in this package override default diffuse textures. If you play it with vanilla renderer, everything would look flaf. Usage All modders are allowed to use these files in their project without additional permission, but if you fix bugs in my shaders or textures please share them with me to keep this package up to date. -
Version 1
43 downloads
PBR textures for Ladder map. The original map itself (here) isn't included. Also, you need to download latest OpenJK with rend2 renderer. Wall texture (textures/impdetention/512_512lights) isn't PRB-ed and just upscaled, because a) I couldn't recreate blinking glow effect in its shader. b) Light on vertical edges of walls look too sharp (although it can be fixed in radiant). Note that it won't look good with vanilla renderer, because albedo textures here override default diffuse textures. -
Modding in general is in grey area, and voice cloning isn't regulated legally yet. Besides, actors play different characters with different voices. NN copies character's voice, not actor's. Who actually owns this voice, actor who played it or game publisher/IP holder? The fact actors - some or majority - oppose something doesn't mean they're right. It's just opinion. I personally support them in two situations: a. I believe, it's not acceptable to clone voice for commercial purposes. b. It's not acceptable to use cloned voice to generate offensive content. General mods don't hurt anybody. There is nothing bad in using cloned voices for mods unles they violate my (a) and (b). You can't ban it even if you wanted. Fighting progress is hopeless. Progress can't be stopped.
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3ds Max Quake III MD3 Exporter Multi-Version Pack
anti2 commented on Archangel35757's file in Utilities
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Version 0.1
89 downloads
Cyrillic fonts (Windows-1251 encoding for Russian, Belarussian, Ukrainian, Serbian, Bulgarian etc) in high resolution. Should work for English text, but less accurate, because I manually improved parameters of cyrilic characters. Not compatible with French/Spanish/German and other languages using extended latin characters. These fonts are also compatible with Jedi Outcast. Installation: Extract pk3 file and copy to the game's Base folder. -
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Version 0.0.4
41 downloads
JAFont is a tool that converts .ttf fonts to a usable font format in JA. It was created by JAfont by Wudan, OJP et al, built with help from Bejitt and Fracman. 0.0.4 version by ykas. Usage: 1. Copy font files (TTF, OTF) to JAFont/fonts directory. 2. Call jaFont.exe <command> <fontfile> <size> <JAfontname> [-cyr] [scale:<scale>] [format:q3] [outsize:<size>] Required parameters (order matters): <command> - should be always -create <fontfile> - name of the font (ttf) file, including extension <size> - font size <JAfontname> - font name used in JO/JA Optional parameters (order doesn't matter, but should be added at the right from required parameters): -cyr - use cyrillc encoding (Windows-1251) -koreanhack - don't use this setting scale:<integer> - font resolution scale, the value is integer (1 - normal, 2 - high-res font) yshift:<integer> - add vertical offset to all symbols to adjust text vertical coorinate (default value: 0). Don't use this setting. format:q3 - JO format (default is JA) outsize:<value> - in-game size (pt) of the font (for example, [<size>=18 ... outsize:9] creates 18pt font, but saves it as 9pt for better resolution) As you can see, there are two ways to scale font, both give a bit different result, and in both cases positioning of scaled glyphs in game isn't very accurate. Example #1: JAFont.exe -create ARIALNB.TTF 9 arialnb scale:2 Example #2: JAFont.exe -create ARIALNB.TTF 18 arialnb outsize:9 Resulting .fontdat and .png files will be placed in JAFont/output directory. Notes: Since 0.0.2 version doesn't work anymore and doesn't include sources, this version is based on the original 0.0.1a. for Jedi Outcast, manually convert png image to tga (and don't forget about alpha channel). -
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The tutorial is a bit too detailed, but absolutely great and absolutely unique. Please, don't abandon it. My result:
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The tutorial is a bit too detailed, but absolutely great and absolutely unique. Please, don't abandon it. My result:
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Not sure what exactly do you mean. Either removed jpeg artifacts which make all faces look spotted, like they have some problems with blood, or, probably, it's about specularity. Yes, they used raw photos to make textures in q3, and neural net was trained with PBR textures, so it's using albedo map with removed specularity data to add details on upscaled texture. And yes, skin poors aren't so noticeable, because they're not highlighted on texture. But they're still in place after upsamplng. Even more then on original texture.
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469 downloads
AI-upscaled x2 textures for default game characters. The pack includes textures for: Alora, Alora2, Boba Fett, Chewbacca, Cultist, Imperial, Jedi, JediTrainer, Kyle, Luke, MutantRancor, R2D2, R5D2, Rancor, Reborn, Reborn New, Reborn Twin, Rocket Trooper, Rodian, Rosh Penin, Snowtrooper, Stormtrooper, Tavion New. How to install: copy pk3 file to the GameData/Base directory. Note: Textures for jedi take about 3/4 size of the archive, because or transparency for single player character customization.