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Botdra

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Posts posted by Botdra

  1. I'm trying to get a 2D sprite image to maintain it's direction, facing the player at all times no matter where they are. I know I can use "deformVertexes autosprite" for this in a shader, but that rotates the sprite in all directions. I only want it to rotate around a single axis, which autosprite2 does. The problem is that autosprite2 distorts the texture, resulting in bent, angled, or twisted sprites.

    Anyone know a fix for this?

  2. 48 minutes ago, scp_chaos1 said:

    I don't know if it's because of the ambient of my worldspawn, but I see that there is no lighting on the texture side in your screenshot.

    So, In base/shaders, did you add your .shader in shaderlist.txt?

    Here's how I put it in my GTK Radiant: 

    image.png.56e15a543e8f2e26a0d1a35502761548.png

    My worldspawn configuration is next:

    worldspawn
    _color		0.2 0.4 1.0
    ambient 	400
    classname	worldspawn

     

    That could be. Here's my worldspawn:

    _color 1 0.71667 0.402228
    classname worldspawn
    light 25


    Yes, my shader is in the shaderlist, I've got other custom shaders in my shader file that are working in-game.

    My brush looks the same as yours in radiant, although it has nodraw instead of caulk, but I don't imagine that would be the problem.

    scp_chaos1 likes this
  3. 13 hours ago, scp_chaos1 said:

    What generates the light is "q3map_surfacelight 3000", so it should look like this:

    Thank you! This does in fact add light emission, but I notice your result is much more "clean" than mine. Here's what mine looks like in-game:

    Screenshot2023-09-26102350.png.a3af1ff25838073a27ef2e8e9f1ea58e.png

    My glow map is the same as yours, minus the top of the candles, so it's just a copy/paste of the flames themselves on a black background.

    scp_chaos1 likes this
  4. 2 hours ago, scp_chaos1 said:

    If either one doesn't work for you let me know so I can work on it in more detail.

    Thank you, both of them work as you described. I just need to tweak it a bit and could use a hand.

    The glow kind of works, but doesn't actually give off any light. It applies my glow texture properly with the correct blend mode, but doesn't actually give off any light/glow. If I have the brush outside in direct sunlight, then it looks like it glows properly. But if it's inside or in shade it doesn't glow, just looks flat. I changed "rgbGen identity" to vertex, and added cull twoSided, otherwise I left the shader as-is.

    scp_chaos1 likes this
  5. I have this basic transparency shader I'm trying to get working in my map, with no success. I have an image file with a candle and a transparent background, saved as a PNG in Photoshop with the "Transparency" box checked, which I assume means it exports with an alpha channel. However, when I apply the texture to a brush and compile, I get a completely blank image. I got the shader from this tutorial.

    textures/kb_map/candlesprites
    {
    	{
    		map textures/kb_map/candlesprites
    		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    		depthWrite
    		rgbGen lightingDiffuse
    	}
    }

    I have tried messing with different blending modes and using a black background instead, but that makes some of the shadow areas of my sprites transparent which is not the desired result.

  6. 8 minutes ago, NAB622 said:

    Target_speaker is buggy as hell. Several of the parameters don't work. I don't think the wait key does anything on them, either.

    You might be better off using target_delay or a script to fire it every few seconds or whatever. In fact, if you're looking for random sounds, that wouldn't be a bad idea, in my opinion.

     

    I've never heard of SoundGroup before....is that even a thing in Jedi Outcast/Academy?? It looks like your Radiant is set up for Voyager: Elite Force, judging by the Borg reference. Try changing it to Jedi Academy and see what happens.

    How would I need to set up target_delay to get the intended effect?

    I may be stuck scripting it but if I can do it in Radiant that would be preferable.

    I'm using netradiant so that's likely why. Probably doesn't exist in JA.

     

  7. I have two issues I'm running into with target_speaker entities in GtkRadiant.

    1) I can't seem to set a sound to loop AND have a delay between each loop. I set my "noise" key to the audio file I want, and checked the "looped-on" box, then added a "wait" key. The "wait" key doesn't do anything, it'll just loop immediately without any delay, making sounds very repetitive.

    2) For some entities, I want to use the "soundGroup" key so that it randomly picks from a group of sound files, but I can't seem to get it to work. The documentation in Radiant is unclear exactly how it's supposed to work:
     

    Quote

    "sounds" va() min max, so if your sound string is borgtalk%d.wav, and you set a "sounds" value of 4, it will randomly play borgtalk1.wav - borgtalk4.wav when triggered

    to use this, you must store the wav name in "soundGroup", NOT "noise"

    I'm unclear on what needs to be written in the "noise" and "soundGroup" keys. Using this example, I understand "sounds" should be set to 4 if I have 4 audio files numbered properly, but no matter what combination of things I try in the other two keys I can't get it working. I'm using the stock Yavin bird sounds for my testing, so there's no issues with improper export settings or file names.

  8.  

    Alright, everything is done. The only tricky part is that I can't seem to get them in-game as Quake Video Maker is crashing on me, so I may have to pass these files off to someone else for that step. Everything has been upscaled 4x, with the aspect ratio corrected, then converted to 60fps. The resulting resolution is 2664x2048. I'll probably add a touch of film grain at some point as well, but this looks pretty good for now.

    Kessno, Lancelot and Circa like this
  9. Just to update, I'm working on this, it just requires more time than you'd think.

    Based on the tests I did above, you'll see that the version where I correct the aspect ratio and then upscale looks great, but also ruins stars. They look horrendous. Square, tons of color bleed, just gross. The version where I upscale and then correct the aspect ratio stars look great, but everything else looks more pixelated and has more artifacts.

    So naturally, if you're gonna do something, do it right. I'm making both version of the files, and manually masking out the areas I want to keep from each set of files based on the scene. Only then will I convert them to 60fps. It's time consuming, but this will result in the best quality final product. Results so far are promising.

    Lancelot and Kessno like this
  10. 20 hours ago, Bubbles said:

    I think all of his models should be added to jkhub, far easier to navigate that way. Also not relying on mega to keep the files up.

    Although if its a legal issue I guess linking to an offsite website like mega is still better than searching through the thread.

     

    Because currently people have to either use this thread or scroll through the jkempire discord to find models and hope the links still work which kind of sucks.

    This won't happen, unfortunately. JKHub cannot host these without legal risk, and they have no reason or desire to put themselves at risk. This is why Omega's mods need to be hosted off-site.

    I agree with you about the disorganization, but that's either on Omega to put together a nicer format for his downloads, or give someone else permission to organize them onto a more structured website than just a Dropbox link. I don't blame him if he's not interested in adding a lot more to his workload.

    Omega likes this
  11. 6 hours ago, Lancelot said:

    Looks very good. The second image, with the fixed aspect ratio first and the upscale later, is definitely better. That was the procedure I did. Personally, I also added film grain. The right amount can mask some flaws of the upscales that are hard to avoid.

    Higher FPS are definitely not a bad idea. After all, most players are able to play the game with 60 FPS (at the very least), so it would definitely add some consistency.

    Film grain is a good idea, adds a bit of perceived sharpness as well.

    If you're interested, you could send over the source files along with any settings or film grain overlays you'd like me to use (I've also got several film grain emulation plugins etc. if need be) and I could process everything and send it back to you this weekend.

  12. Did a little dry run for you. This isn't quite optimized yet, but just a vague idea.

    The JA cutscenes are rendered at a very odd aspect ratio, something vaguely similar to 7:6, requiring about a 30% horizontal stretch to properly render objects that are supposed to be a perfect circle.

    The first photo is the original resolution, the second is what I consider the "best" workflow order (stretched by 30% first, then upscaled), and the third is what I consider overall inferior (I upscale the video, then stretch it by 30% to the correct aspect ratio), but it does have some perks. Stars look awful, very square and with more color bleed, but gradients like the one around the planet actually look a bit less block.

    Next step would be doubling the FPS to 60 FPS, which is a pretty cut and dry process compared to upscaling.

    https://jkhub.org/albums/C3OCt9N

  13. 12 minutes ago, Lancelot said:

    @Botdra

    Could you share your results? Screenshots are enough, so you don't need to upload an entire video.

    What did you want to see specifically? I don't have the same source files as you, and I'd be happy to use whatever settings you want to use. I just don't have the watermark issue so I'm happy to be the middle man so that we can get these to the public.

  14. 4 hours ago, Lancelot said:

    I initially started with Gigapixel AI, but then gave up on that, as upscaling the videos frame by frame simply is too big of a task. When Video Enhanced came out, I moved to that software for that purpose.

    I sourced some of the videos for the more recent upscales straight from the assets of the Gamecube version of Jedi Outcast. Like I said, the videos look far better than the PC cutscenes. The PC cutscenes are heavily compressed, while the Gamecube don't have that much of compression. That's why they are the perfect basis for upscaling. Jedi Academy on the other hand was trickier. The main problem was that some cutscenes were in 4:3 format, which resulted in planets looking like eggs. But once I converted them to the 16:9 format, they were much better material for upscaling.

    The project was fun. In fact, I wanted to upscale all of the cutscenes, with the intention to get them into the game somehow. But since they added watermarks to the upscaled videos, I didn't continue the project.

    But here's a question for those who have much better understanding with the engine: Is it possible to modify the game so that instead of ROQ files, it supports better files, like mp4 or avi?

    Hmm, I wonder if we could source the game files for the PS4 release of JA, it may have better quality video as well. I'd dump my copy but my PS4 is not hacked, unfortunately.

    I've got an actual license for the upscaling software, so no watermark here. If you'd like to get in touch I'd be happy to use whatever settings you found luck with and export the finals so we can get them in-game. I've been working on increasing their FPS as well, so we could really get these looking much better than the originals.

  15. On 6/26/2022 at 11:41 PM, Lazarus said:

    i believe GTK does it too, when you compile, you may see it in one of the lines, that it cant load that texture. During applying it doesnt tell you jack tho.

    That may be version-specific? It didn't display for me, even after discovering that error and double-checking in Radiant. Or perhaps it is supposed to and just flat out didn't for some odd reason.

  16. Turns out we did have some progressive JPEGS that we had to resave as Basline Standard JPEGs in Photoshop. Doesn't explain why Kalek could load the map in base JA and I couldn't, but at least this info is here for anyone else who runs into this issue. Also, NetRadiant-custom was very helpful as it was the only software that told the user, upon loading a .map file, that there were progressive JPEGs and specifically what files.

  17. On 6/22/2022 at 12:36 PM, mjt said:

    ffmpeg can convert into .roq format much easier:

    with audio:

    ffmpeg -i inputfilename.containerextension -ab 256k -ar 22050 -r 30 -s 512x512 outputfilename.roq

    without audio:

    ffmpeg -i inputfilename.containerextension -r 30 -s 512x512 outputfilename.roq
     

    The reverse should work just as fine but might need some different parameters.

    I've had a lot of trouble with FFMPEG, as well as trying to find a decent GUI for it. What exactly would the reverse parameters/commands be? The plan is that I want to upscale JA's (and maybe JO's) cutscenes and release it as a mod for the community, but without a proper way to capture those files in a non-ROQ format, I'm a bit stuck.

    EDIT: Found a working GUI, FFMPEG did the trick, thanks.

    mjt likes this
  18. 8 hours ago, mrwonko said:

    The JPG issue you allude to is that JA doesn't support progressive JPG files. You don't have to use TGA to fix that, saving it as a non-progressive JPG also works. I don't know of anything else that causes this error, but the message is very vague, so it's hard to tell for sure.

    I think it's fairly safe to assume that this isn't the problem, since Kalek got this working and we're using all the same textures. I've confirmed and overwritten the texture files several times to make sure that's the case. As you said, the message is quite vague so I'm not sure what else to troubleshoot.

  19. I'm looking to convert JA's ROQ files to a more practical format. I tried using Quake Video Maker, importing the ROQ as a "animation sequence", but while it does import successfully, both the preview and the exported files are slightly glitchy versions of the original format.

    Check out the red planet on the left, for example:

    https://jkhub.org/albums/8RL0SaA

    Am I missing something? Is there another way to do this?

  20. I'm trying to get a BSP I made to load but no matter what I do it crashes upon devmapping. @Kalek got it working no problem which tells me the explanation I saw online of a funky texture needing to be a TGA and not JPG isn't the solution. So, when he makes an sends me the BSP it crashes. I make my own BSP, same thing. Using compile mode (single) BSP -meta.

      

    JAmp: v1.0.1.0 win-x86 Jan  5 2014
    ----- FS_Startup -----
    Current search path:
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\z_ja_unlimited.pk3 (4 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras2.pk3 (28 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras.pk3 (55 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\hogwarts.pk3 (122 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\GGWeaponsFix.pk3 (17 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets3.pk3 (16 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets2.pk3 (62 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets1.pk3 (8320 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets0.pk3 (15346 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData/base
    
    ----------------------
    23970 files in pk3 files
    execing mpdefault.cfg
    execing jampconfig.cfg
    execing autoexec.cfg
    ...detecting CPU, found Intel Pentium IV
    
    ------- Input Initialization -------
    Skipping check for DirectInput
    Joystick is not active.
    ------------------------------------
    ...initializing QGL
    succeeded
    ...setting mode 6: 1024 768 FS
    ...using colorsbits of 32
    ...calling CDS: ok
    ...created window@0,0 (1024x768)
    Initializing OpenGL driver
    ...getting DC: succeeded
    ...GLW_ChoosePFD( 32, 24, 8 )
    ...219 PFDs found
    ...hardware acceleration found
    ...PIXELFORMAT 11 selected
    ...creating GL context: succeeded
    ...making context current: succeeded
    Initializing OpenGL extensions
    ...GL_S3_s3tc available
    ...GL_EXT_texture_compression_s3tc available
    ...no tc preference specified
    .....using GL_EXT_texture_compression_s3tc
    ...using GL_EXT_texture_env_add
    ...GL_EXT_texture_filter_anisotropic available
    ...using GL_EXT_texture_filter_anisotropic
    ...Using GL_EXT_texture_edge_clamp
    ...using WGL_EXT_swap_control
    ...using GL_ARB_multitexture
    ...using GL_EXT_compiled_vertex_array
    ...using GL_EXT_point_parameters
    
    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: NVIDIA GeForce RTX 3060/PCIe/SSE2
    GL_VERSION: 4.6.0 NVIDIA 512.59
    GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
    GL_MAX_TEXTURE_SIZE: 32768
    GL_MAX_ACTIVE_TEXTURES_ARB: 4
    
    PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
    MODE: 6, 1024 x 768 fullscreen hz:60
    GAMMA: hardware w/ 0 overbright bits
    CPU: Intel Pentium IV @ 3696 MHz
    rendering primitives: single glDrawElements
    texturemode: GL_LINEAR_MIPMAP_LINEAR
    picmip: 0
    texture bits: 32
    lightmap texture bits: 0
    multitexture: enabled
    compiled vertex arrays: enabled
    texenv add: enabled
    compressed textures: enabled
    compressed lightmaps: disabled
    texture compression method: GL_EXT_texture_compression_s3tc
    anisotropic filtering: enabled  (16.000000 of 16.000000)
    Dynamic Glow: disabled
    
    ------- sound initialization -------
    Initializing DirectSound
     - using ancient version of DirectX -- this will slow FPS
    locked hardware.  ok
    ----- Sound Info -----
    sound system is muted
        1 stereo
    32768 samples
       16 samplebits
        1 submission_chunk
    22050 speed
    0x14c60050 dma buffer
    No background file.
    ----------------------
    ------------------------------------
    
    --- ambient sound initialization ---
    Sound memory manager started
    Loading dll file ui.
    --- Common Initialization Complete ---
    Winsock Initialized
    Opening IP socket: localhost:29070
    Hostname: DESKTOP-T81I82T
    IP: 192.168.56.1
    IP: 192.168.0.217
    ]\devmap hp_hogwarts_26
    ------ Server Initialization ------
    Server: hp_hogwarts_26
    ----- FS_Startup -----
    Current search path:
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\z_ja_unlimited.pk3 (4 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras2.pk3 (28 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras.pk3 (55 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\hogwarts.pk3 (122 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\GGWeaponsFix.pk3 (17 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets3.pk3 (16 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets2.pk3 (62 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets1.pk3 (8320 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets0.pk3 (15346 files)
    D:\Steam\steamapps\common\Jedi Academy\GameData/base
    
    ----------------------
    47940 files in pk3 files
    Loading dll file jampgame.
    ------- Game Initialization -------
    gamename: basejka_mod
    gamedate: Mar 11 2008
    Bot route data not found for hp_hogwarts_26
    Loading dll file ui.
    Loading dll file cgame.
    Shutting down OpenGL subsystem
    Requested feature was omitted at compile time
    
    

     

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