Configured macros which shows texture name in crosshair in game. That little thing will help a lot!
Configured macros which shows texture name in crosshair in game. That little thing will help a lot!
I managed to restore all textures and development is on.
its not dead. i am back
All textures and material which were prepared for RTX version of Quake 2 accidently deleted.
I still have sources of all materials in my Substance Painter and Designer, but restoration will cost a LOT of time.
Guys, keep you work in reliable clouds.
так он создан вроде. никто не донит, никому нет дела. все играют в дотку и фортнайт) почтения отцу шутеров не дают)
model still has old weird uv. i cant find proper way to reimport md2 with new UV without loosing map coordinates or animations. i have 3dsmax and Maya and Blender and there is no tool which could help to make new UV.
Yeah it happens to me sometimes. But mostly i stop hobby projects when i am too busy with work.
how do you know that i can burn myself? O_0
Lighting in RTX build will be reworked too! I have controls of intensity and light colors. I changed it already. Atmosphere is fixed. I know you may have seen that stupid Nvidia presets with overbright and stupid colors. After some tweaks i must say it already looks as good as it was in Quake 2 XP build.
Though you can always play Q2XP if you prefer lighting i did before.
пока что просто скин. модельками попозже буду заниматься. мне делов с текстурами на несколько лет вперед) но прикольно что теперь стимпаки реально как в халфе хорошо видны. скажем так немного доработал дизайн особо важных итемов.
for Q2 XP you dont need to decompile anything. You can place light actors ingame using special editor. After placing light actors you bake them into lightmaps (though they still would have dynamic shadows also).
for Q2 RTX you dont need to do anything. there is no any kind of light actors. you cant change light placements but you can change color and intensity of lights by editing emissive masks and material parameters. crazy ****.
no worries bro. all these textures will go to Quake 2 XP engine too, but after RTX release. its not big of a difference to make materials for both engine versions.
it will not die, friend. i work on this when i have free time, just be patient.
i think when Unit 1 will be finished. (all textures that appear in this episode).
i am glad that someone like you can see actual difference. Other texture packs are mess (diffuse textures, hand painted, generated, etc.) which ruins all visual design.
Yes it Quake2XP, but it can be applied to Berseker`s build also.
The red barrels are just placeholders, it will be replaced with HQ original Q2 style barrels.
you can adjust graphics to run the game smoothly. also, i will release different texture resolutions or maybe programmer Barnes will make procedural option to change texture size on the fly.
yes i tested possible polycount that engine can handle
Thanks. It is in development. There are so many textures which should be remaked. just a question of time
Hello hello!
Man, i saw your work with neuro systems. My god, that Condemned textures are awesome.
So i now highly interested HOW do you DID that magic? Is it tough to learn? Can you refer me to lessons or tutorials? I would be so grateful
The game has autosaves and also manual saves that can be activated via red circles.
It is in development. SO u cant for now.
one the best SP mods ive seen as a game developer and player.
Thanks. Btw there is no any Ambient Occlusion atm. ALl lights are fully dynamic which will be a good base for upcoming RTX tech. When we will make our first remaked enemy there will be quality almost as the Quake IV (polycount, shaders and even more like SS shader, etc.).
you mean there is not enough dirt and rust on the texture?
diolator
Dmitry joined
Level designer, Environment artist, Tech artist.