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Archangel35757

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Everything posted by Archangel35757

  1. Suggesting to modify these widespread, popular, legacy formats is a non-starter in my opinion-- that would break legacy MD3 and GLM model compatibility as used by other games... (and not to mention every legacy exporter/importer for MD3 and GLM would also get broken). MD3 and GLM file formats both support custom vertex normals. Maybe in the future there could be a supplemental file format (*.TAN), that stores only the tangent-basis for an MD3 or GLM normal-mapped model, which Rend2 could use (if the *.TAN file was found in the model file's directory-- e.g., myModel.md3, myModel.glm, myModel.tan). But even this would be unnecessary as long as it is clearly documented on how normal maps should be created for OpenJK and Rend2. For now, the artists will need to be educated on what methods, procedures, and normal map baking tools and their settings (as stipulated by 3ds Max, Substance Designer, ZBrush, Blender, XNormal, etc., etc.) are required to properly bake normal maps for MD3 and GLM models so that they generate a compatible tangent-basis for use in the Rend2 Renderer. I am one that will have to educate myself on the proper normal-mapping and Physically-Based Rendering (PBR) workflows for 3ds Max and the OpenJK SP Rend2 Renderer (being developed in DFII and merged back into OpenJK Rend2 for others to use). I'm sure @@Psyk0Sith and @@AshuraDX could provide great links for this re-education... but here are a few I found: http://wiki.polycount.com/wiki/Normal_map http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Tangent_Basis https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit http://www.hard-light.net/wiki/index.php/PBR_Workflow#Albedo
  2. @@Almightygir - nothing presently uses FBX. Only @@Xycaleth's FBX-to-GLM converter... which presently does not support animations.
  3. @@DT85,@@AshuraDX - now we need a PBR workflow outline/tutorial for JK models.
  4. @@SomaZ - curious to see how it looks when you output normals as rgb color... could you post a pic of those results?
  5. @@NumberWan - maybe Benicio Del Toro is playing Ezra Bridger and he comes and saves the day... hah!
  6. @@SomaZ - I thought the problem was with GLM normal maps, not MD3, yeah?
  7. @@DT85 - Something about the GLM's normal map on the right side seems like it needs inverting...
  8. @@Xycaleth - @@DT85 already posted comparisons of the MD3 and GLM normals-- and they are equivalent. It's in the renderer. GLM: MD3:
  9. @@DT85 ...you may need to specify the class and "::" scope operator to make it find the correct one for GLM.
  10. @@Xycaleth - perhaps it is a coordinate system thing between MD3 and GLM? The MD3 specs state: Also, aren't MD3 vertices/normals defined in a left-handed 3-space coordinate system and GLM is right-handed?
  11. ...but those tangents are all computed by the renderer-- so how does the renderer's computations differ between MD3 and MDX (aka GLM)?
  12. If you are smoothing all the vertex normals-- doesn't that defeat making custom normals in the XSI files (and its Carcass compilation into the GLM file)?
  13. One theory floating out there is Snoke could be Mace Windu...
  14. @@MGummelt - hah, we don't need no stinkin' badges... no need for proof-- the veterans here know you well.
  15. @@SomaZ - I think a feature like editing lights should only be available to a "special" light compile build and not available for the final compiled map... not sure if that is possible.
  16. but the ability to tweak the light position/orientation in-game using some new light editor would be much welcomed.
  17. great work... now record one of you swan diving off the cliff edge into the water below-- use the shark npc!
  18. @@MGummelt - welcome to JKHub! We are honored by your presence.
  19. @@SomaZ Isn't the term "directional light" the industry venacular for your "tubelight"? dlight is already used for dynamic lights, but since we are talking a direction, which is a vector... I would call it misc_vlight (for a directonal vector light entity). @@Xycaleth - An in-game light editor (for position, orientation, & property changes) is an awesome idea. Sounds like you are describing this editor: http://wiki.reflexfiles.com/index.php?title=Reflex%27s_Level_Editor Do any open source editors have light editors?
  20. @@UniqueOne - up'd the limits for warzone... chat with him.
  21. You should break out those last two minutes as a standalone video tutorial for merging in new GLA animations using Ask's GLAmerge tool.
  22. mannable weapons bays, gun/cannon turrets, etc.
  23. Yep, I don't like `em either. Gonna delete them and follow the cutscene goggles look.
  24. So I spent today trying to come up with some goggles... I'm not too crazy about them, they could be embellished more-- but I'm thinking of deleting them and starting over. What do you think?
  25. If any of the plugins fail with Error 126 at start-up... it means it is missing a required dll. Please let me know and I'll try to help you find it and sort it out.
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