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Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 05 окт 2015 23:28
vicpas писал(а):


No, this is the same version that you already posted here.
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 06 окт 2015 01:45
Strange the file has the name VENOMv3.5_Final.2.rar and not the name VENOMv3.5_Final.rar.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 22 окт 2015 23:22
Now this mod is called RTCW Venom Mod Gold and it has new released date.
Which differences?
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 23 окт 2015 23:43
vicpas писал(а):
Now this mod is called RTCW Venom Mod Gold and it has new released date.
Which differences?


Where did you find this information, Vicpas?
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 23 окт 2015 23:52
Here: http://www.moddb.com/mods/rtcw-venom-mod
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 09 ноя 2015 23:46
Hi all! It's my first time in this site. I'm the creator of Venom mod, my first mod. With it I learned lot of things for retexturing and the features of old id tech 3. I have reached the limit with it in V4.0 Gold. The last update it's from 8 november, with little adjustments and new effects.
Unfortunately with vanilla engine I can't do better, the limits it's inside of mapper's choice, I mean original levels and effects (buggy fog). Just think explosion marks visibles on the fog in norway level, or water opaque in fog in village1 etc. Another limit is the different lighting stage for objects with same texture (dynamic and mapobjects). Natter aircraft in assault with my mod is a good example of this bug.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 11 ноя 2015 00:33
HellBaron писал(а):
Hi all! It's my first time in this site. I'm the creator of Venom mod, my first mod. With it I learned lot of things for retexturing and the features of old id tech 3. I have reached the limit with it in V4.0 Gold. The last update it's from 8 november, with little adjustments and new effects.
Unfortunately with vanilla engine I can't do better, the limits it's inside of mapper's choice, I mean original levels and effects (buggy fog). Just think explosion marks visibles on the fog in norway level, or water opaque in fog in village1 etc. Another limit is the different lighting stage for objects with same texture (dynamic and mapobjects). Natter aircraft in assault with my mod is a good example of this bug.


Hello, HellBaron, and welcome to the Wolf's Lair Forums. You are not the only one who is tired of the vanilla ID Tech 3 engine; I am too. Let's hope that the Berserker@WolfSP and ioRTCW engines eliminate the annoying limitations of ID Tech 3. :)
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 11 ноя 2015 18:39
Thank you Ron Boy. I'm sure that new engines will fix every bug, the base of alternative renderer is the unified lighting, the main feature of id tech 4 in poor words. However I want help mappers that want custom effects.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 22 ноя 2015 20:20
RTCW Venom MOD GOLD

from moddb download:
-Update 22/11/2015-
- Updated flare effects.
- New detail textures, mapped crypt1-2 without bugs.
- Fixed reflections in 3rd person model of Panzerfaust (only in SP).

Hi all, for don't make confusion I've updated the main file, is the latest update for that mod.
Crypts are one of the few levels without the bugged fog (volumetric fog "bugfree" in undergroud is the same of Uriel level from q3, or initial floor in escape1, only with different color and depth). The curious thing is why this kind of effects (quake 3 shaders, different by normal map, blendFunc GL_ONE GL_ZERO) make bugs only in rtcw and not in quake3?

quake 3 correct fog (original renderer)
Изображение
I tested that kind effect in other custom maps with fog and run perfectly!

RTCW incorrect shaders in fog level (original renderer)
Изображение

All that to explain the worst bug of RTCW. Originary I wanted to get detail textures in all textures, like Unreal or Deus ex, but you can see what happen.

The new possibilities with renderer rend2 in iortcw give to us a great power in these words, for mapper and textures artist. Sorry for big pics.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 23 ноя 2015 21:10
HellBaron писал(а):
RTCW Venom MOD GOLD

from moddb download:
-Update 22/11/2015-
- Updated flare effects.
- New detail textures, mapped crypt1-2 without bugs.
- Fixed reflections in 3rd person model of Panzerfaust (only in SP).

Hi all, for don't make confusion I've updated the main file, is the latest update for that mod.
Crypts are one of the few levels without the bugged fog (volumetric fog "bugfree" in undergroud is the same of Uriel level from q3, or initial floor in escape1, only with different color and depth). The curious thing is why this kind of effects (quake 3 shaders, different by normal map, blendFunc GL_ONE GL_ZERO) make bugs only in rtcw and not in quake3?

All that to explain the worst bug of RTCW. Originary I wanted to get detail textures in all textures, like Unreal or Deus ex, but you can see what happen.

The new possibilities with renderer rend2 in iortcw give to us a great power in these words, for mapper and textures artist. Sorry for big pics.


Hello, HellBaron. Nice work as always with your mod. :+:

About the Rtcw bugs, I think that the ioRTCW and Berserker@WolfSP engines are the essentials for Rtcw's survival as we move into the future. The year 2016 is quickly approaching, and I think that it's time to move on to a better/more stable engine.
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 24 ноя 2015 12:42
Thanks Ron Boy! Also mappers finally will can make huge and ultra detailed maps. "The Dark Army: uprising" are a great test bench for iortcw, like "the Victors" mod too for berserker engine.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 06 янв 2016 13:22
Hi there! I need help. Someone know if knight armors (escape1-2) are dynamic or mapobject? I'm not sure of it because there are are too many shaders about that texture and no one work on it. (Maybe tests of developers..)
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 06 янв 2016 16:23
Hello, HellBaron.
Those Knights models are dynamic objects using the entity "props_statue" to get animations.


У вас нет необходимых прав для просмотра вложений в этом сообщении.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 06 янв 2016 21:35
Thank's for detailed reply vicpas. This help a lot. I want get original effect for this model, it's really decorative. I really dont know why gray matter have deleted certain simple details.
Заголовок сообщения: Re: RTCW - Venom MOD.
СообщениеДобавлено: 07 янв 2016 00:34
maybe this information litl help

textures
Изображение


pak0.pk3\scripts\models.shader

//knight//
models/mapobjects/knight/knt
{
{
map textures/effects/tinfx.tga
blendfunc blend
rgbGen identity
tcGen environment
}
{
map models/mapobjects/knight/knt.tga
blendfunc blend
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendfunc filter
}
}


"weap.tga" don't have shader
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