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Lazarus

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Posts posted by Lazarus

  1. Okay, i was pulling my hair out (i dont have much left anyway), but .... what if i modify the q3map_alphamod dotproduct. It's now set to 0.75, which is the best blend possible, but what if i up to 1? Would that make it stronger? I am trying to read through the documentation but wouldn't that affect the blend?

     

    q3map_alphaMod dotproduct ( X Y Z)

    It is used to blend textures using alphaFunc or blendFunc in the shader's second pass, with the falloff depending on the surface's normal axis. This is achieved by doing a vector dot product of the specified normalized vector value ( X Y Z ) and the vertex normal which yields the amount of blending. The dot product operation multiplies each element of one vector against the corresponding elements of a second vector, then adds them. Examples:

    ( 0 0 1 ) dp ( 0 0 1 ) = 0 * 0 + 0 * 0 + 1 * 1 = 1
    ( 0 0 1 ) dp ( 0 0 0.5 ) = 0 * 0 + 0 * 0 + 1 * 0.5 = 0.5
    ( 0.5 0.5 1 ) dp ( 0 0.5 0.5 ) = 0.5 * 0 + 0.5 * 0.5 + 1 * 0.5 = 0.75

     

  2. Hi all,

     

    In light of shaders... here is a clashing one, and I kinda need your help.

    I am working on a horizon blending, since my singleplayer map is part of an island group in the ocean, so i got most of it all set up. The blending into the horizon works like a charm, except I am having a shader clash problem.

     

    w97fbp.jpg

     

    2ypn6ad.jpg

     

    So as you see, there is a very distinctive problem in colorization here, where my dot2product blending ends, and my shader for the horizon blending starts. They are both the very same texture, althought the blending in dot2product is making it more.... light, thus creating an obvious seem.

     

    My shader is as following.

    textures/sp_terrain/ter_sandsand
    {
    	q3map_shadeangle	120
    	qer_editorimage	textures/sp_terrain/ter_sandsand
    	q3map_alphaMod dotproduct2 ( 0.0 0.0 0.75 )
    	q3map_material	Sand
    	q3map_nonplanar
    	q3map_tcGen	ivector ( 256 0 0 ) ( 0 256 0 )
        {
            map textures/sp_terrain/ter_sand1
            rgbGen identity
        }
        {
            map textures/sp_terrain/ter_sand3
            alphaFunc GE128
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
            rgbGen identity
            alphaGen vertex
        }
        {
            map $lightmap
            blendFunc GL_DST_COLOR GL_ZERO
            rgbGen identity
        }
    }
    
    textures/sp_terrain/ter_sandsky
    {
    	q3map_shadeangle 120
    	qer_editorimage textures/sp_terrain/ter_sandsky
    	q3map_material Sand
    	q3map_nonplanar
    	q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
        
        {
            map $lightmap
            rgbGen identity
        }
        {
    		map textures/sp_terrain/ter_sand3
    		blendFunc filter
    		detail
    		rgbGen identity
        }
        {
           map textures/sp_terrain/ter_horizon
           blendFunc blend
           rgbGen identityLighting
           alphaGen oneMinusVertex
        }
    }
    

    The sandsand is a mix of a light sand and a darker sand (under water the sand is more darker than above water). The sandsky texture blends the dark sand into the horizon, which works fine, but i am trying to match it up with my dot2product sand, which isn't going as planned as you can see.

     

    This has to do with the dot2product shader, where, even at 100% visibility on the secondairy image, it still shines through some detail, this causes the sand3 to become brighter (since there is still shine through). So i am kind of in an impasse on how to fix this. Anybody has suggestions? cause this bugs the hell out of me. Else i may need to do some sloping with rocks to cover this up.

  3. May i give some feedback on your posted image. I do like some aspects in here, but I miss some dynamics in the terrain, if you get my drift. Let me show you.

     

    mr9yd3.jpg
     

    wrx7yt.jpg

     

    The first one was a test i did for the blenjeel map in the old JKB mod I worked on with a couple of other people. This is cracked terrain with sand mixed up. As you can see in the terrain, it flows, and no hard edges. (we call this phong shading, where the shader bounces the light in such a way you dont see rough edges and it appears to be smooth) A better example in picture 2 which is actually a part of the SP map i am working on, where you see sand going over into dirt, going over into moss / grass, while the slope is graduating. 

     

    My point is that terrain, even if it's rock, it should be a bit more dynamic, The rocks on the side do very well justice to the dynamics, but your flat / sloped area, could have a bit more pit. Do you have an in game image? Your wall on the far side also looks kinda flat. But further it looks really good :)

    dark_apprentice and yeyo JK like this
  4. I had an old clan mate who made Star Wars battlefront back in the days. It was a horrible map (flat, one big brush, but over the complete size of radiant, and adding here and there some mountains and having tons of vehicles) but it was the biggest map i seen. Because it was so big, you couldn't see beyond a certain point and crossing the map in a tie-fighter or x-wing took 2 or 3 minutes, which become really boring at some point. 

  5. Hear me out on this one.

     

    I am just toying arround again with the game, and i ll sadly have to start from scratch (lost all my textures, scripts, etc) so I havent been in the mood to launch it all again and start from nothing.

     

    Anyway, long story short. Is it possible for BeHAVED to detect the model you use? Say I have a character I want to base of the previous single player characters (so we can select our own). Now I know that a lot of models are alike, but can it detect the specific model, so say, a rodian from a zabraki? I know it can detect gender (else we wouldnt be able to have male or female voice overs), but i was wondering if specific species (so models) can be detected by the game.

     

    So say, if i play human, i get a normal response from a barkeeper, but if i play rodian for instance, i get a different response (say aggressive, scavenger get lost, blabla, that kind of thing)

     

  6. @@SomaZ drop me your email in pm, and i ll add you to the safe list, i thought i made it public and everybody could edit.. oh well. 

     

    @@Darth Futuza, i know the feeling, since i am managing work and my baby boy ... he is growing amazingly, merely 2,5 weeks old. So yea, i try to make time when I can, but i do have the evening shifts to keep him busy or sleepy, while his mom gets some rest. We just need people to sign up more. Also we need to get some more people on this team now. Any chance we can meet on discord with a group of people who are intrested in participating. A meeting should be fine, so we can get our heads straight all.

  7. "Save the rebellion ... save the dream ..." 

     

    More likeburn down the rebellion .. make it a nightmare

     

    I should just stand outside of the cinnema in my stormtrooper outfit, shouting ... "Move Along .. nothing to see here .... dont support the rebellion" ... and I do hope they are going to make also a movie on the stealing of the DS2 plans... Just so I can see Bothans being annihilated ;)

  8. A brush is kind of the wrong way, better use a layered texture in it with a tcMod scroll function.

     

    The best way to achieve that is looking at the `hevil` sky

    textures/skies/hevil
    {
    	q3map_lightimage	textures/colors/white
    	qer_editorimage	textures/skies/sky
    	q3map_surfacelight	800
    	q3map_lightsubdivide	512
    	sun 1 1 1 400 300 50
    	surfaceparm	sky
    	surfaceparm	noimpact
    	surfaceparm	nomarks
    	notc
    	q3map_nolightmap
    	skyParms	textures/skies/hevil 128 -
        {
            map textures/skies/cloudlayer2
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
            tcMod scroll 0 0.00225
            tcMod scale 4 4
        }
    }
    
    

    And the cloud layer

    textures/skies/cloudlayer2
    {
    	surfaceparm	noimpact
    	surfaceparm	nomarks
    	notc
    	q3map_nolightmap
        {
            map textures/skies/cloudlayer2
            blendFunc GL_DST_ALPHA GL_SRC_COLOR
            tcMod scroll 0.005 0
        }
        {
            map textures/skies/cloudlayer3
            blendFunc GL_SRC_ALPHA GL_SRC_COLOR
            tcMod scroll 0.01 0
        }
    }
    
  9. As webdesigner and builder, I dont see RSS coming back anymore. The idea was fun back in the zero's (00), but with social media postings, it became pretty much obsolete (everybody checks facebook / twitter / llinkedin nowadays, so autoposting there gives a much better coverage than RSS). I do have an RSS plugin, but the updates I get over it are sparse.

    Smoo likes this
  10. I run still oldschool GTK 1.4.0, I can use modview without a problem, and never had a problem with blender launching, JK3 works like a charm here (i have it installed actually on my external harddrive for moving purpose between computers). I think you are in the safe here. 

     

     

    You should upgrade to 1.6.5 radiant tbh... For sure newest q3map2.

     

    I always manually updated this in 1.4.0  (had Szico's version running on it) Can i do:

     q3map_alphaMod dotproduct2
    

    And what is the difference between 1.6.5 over 1.4.0? I didnt like 1.5 due to the changed way you manipulated brushes

    Smoo likes this
  11. https://docs.google.com/document/d/10onF3VdKFOgyJfQ6LrIlHeTAEnwS_i6wR76f3Rz4tm0/edit?usp=sharing

     

    With the halloween event going on, we should postpone this till november. I start up drawing a draft in above link. Please feel free to jump in here. If you cant edit for some odd reason (go via the link) inbox me your email and i ll add you to a safelist.

     

    I ll keep tabs on this file and if we can set up everything in 2 weeks (theme, idea, type of map, etc) we are good to go. Please also bear in mind, one of these days, I become first time father, so I may not check in for a few days.

    Smoo, Futuza and JAWSFreelao like this
  12. I havent stopped by, work load increased seamingly here in my company and have done a lot of overtime. Not to mention from onnext week I ll be juggling with a baby as wel.l Bad excuses, i know, but I have to postpone my work here atm, till work slows down and have time to do some mapping, my apologies. 

     

    I do can give a set up on this. Give me a few days to put down a google docs file with our interests and we decide on from there ;)

    Smoo likes this
  13. Okay so I started experimenting for a model with pure meshes, and I encountered either a bug, or a limitation of the mesh

     

    model_fail.jpg

     

    This is a screenshot from out of radiant. Everything matches on the grid, even when very close zoomed in

     

    shot0077.jpg

     

    this is a in game shot, where you can see the gaps. Now i know meshes should be avoided (not always, but indeed unreliable) but since we talk about a graphical rendering here on a "in terms for the game" high end computer, is there something going wrong in the compile proces?

     

    I remember somewhere it may have to do with subdivisions set. The higher the sub divisions the rounder the image i believe, or am i wrong. Is there any way to set this?

  14. First off @@Noodle RichDiesal covers the primary basics of mapping, and some items that are more moderate, however most things you learn are by experience. Click on the learn mapping here link ni my signature to check it out if you didnt read it already. Maybe shadering and and a bit of scripting can help your way arround.

     

    I did download your map, and i was pleasantly surprised. Although the map is not that big, (which doesnt bother me) I saw you mastered the basic skills with ease. Is this your first map? I saw you attempted scripting (your guard misses an anger script) and you even added custom sounds, which was fun,(the laugh was the only one i heard, but it did the trick for me). I ran it both in SP and MP, asuming this was a MP map, but realizing after I opened the pk3 that it had also something for SP. 

     

    A side note though, and further is everything fine. If you dont use custom textures, you dont have to add them because everybody has the assets files your textures came in. So as long as you dont use custom textures, you dont have to add the base textures in your pk3.

     

    I say you have enough on what it takes to do this. And off course if cant figure it out, there are tons of people arround that can help you ;)

    Noodle likes this
  15. I agree with @@Pande I worked as well on the first one, and slided off the second one (was a bad timing for me when the map got passed to me) and its really just a one week thing, no long commitments. So when we have the people i'd like to start doing a roll call. 

     

    @@Noodle If you can finnish Richdiesal and have a lot of imagination ... please we can use it.

    @@Pande maybe we should introduce scripting back to the community ;) Think NAB still arround?

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