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VanishedOne

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Everything posted by VanishedOne

  1. If you do, take a look at the brushwork around the back door too: there's a visible gap. Solid sneaking apart from that detail! Though after the
  2. From a glance at func_rotating, "invert_on_trigger" "0" should stop the direction reversing. Try a negative value for "speed" to make them rotate in the opposite direction. I'm not sure from the diagram whether you want a mover that moves from A to B or B to A when triggered (isn't that a regular binary mover, like a sliding door?) or whether you want one that cycles back and forth (func_bobbing?).
  3. Yes. 'Invalid' is just another state, like 'incomplete' or 'failed', and internally it's state 2. See also http://wiki.thedarkmod.com/index.php?title=Objectives#Notes_on_using_INVALID_status There doesn't seem to be a corresponding HUD message though, so that would need to be added by the mapper if desired.
  4. Objectives can be set to an 'invalid' state, and since https://bugs.thedarkmod.com/view.php?id=3254 was resolved it should work correctly, though I haven't personally tried it.
  5. Previous discussion: http://forums.thedarkmod.com/index.php?/topic/16980-missions-in-exotic-locations/ I agree about assets: in general, I think 'exotic' ornaments/loot/etc. that could play the role of Thief's masks are something it would be nice to have more of. Besides 'foreign' locations or Lost City-style missions they could also suit museum heists, a gentleman's cabinet of curiosities, a mage's laboratory... Currently I'm prodding at this Aztec calendar I found on Burningwell. (Since someone mentioned sand: surprisingly, if you search DR's Media tab for sand only a couple of suitable materials turn up, and they both use the dirt surface type even though there is a sand surface type. That's easily dealt with by scavenging more textures though.)
  6. That isn't really the same thing. A glare light illuminates geometry within its volume, like any other kind of light (apart from a fog light set to paint on its own boundary too). Where there's no geometry there's nothing to illuminate. The flare deforms add a glow around the lamp independent of whether it's illuminating anything behind it; other candidates would be a tube deform (I got unsatisfactory results) or a particle effect. By the way, glare2 has the noshadows keyword anyway, blendLights are non-shadowasting by default (in fact, forceShadows seemed not to work on them when I tried it), I don't think blendlights perform specular interactions (it's just a blend add stage), and as far as I know nodiffuse doesn't actually work. Nice-looking screenshot though.
  7. That's https://3dtextures.me/2019/07/08/metal-grill-005a/ (albeit shoehorned into a non-PBR engine). Really eagle-eyed connoisseurs of id Tech 4 mapping experiments might recognise the dials in the recess behind it from
  8. I'm not sure what you're after. Thematically it's an industrial area. Technically, points of interest might be a glare light around the furnace and flare deform surfaces for the glow around the lamps (since we don't have emissive maps).
  9. This post by @RPGista might also be of interest regarding forests.
  10. Sorry to answer a question with a question, but is the white outline around the door in the last image r_showPortals output? The descriptive text for the cvar only mentions green, yellow and red. (I'm not au fait with r_showPortals settings above 1; this is the only description of 2 and 3 I found in a quick site search.)
  11. If that works (I saw the suggestion on the Doomworld thread, but haven't tried it), it would mean we can start working with PBR assets without waiting for backend support. Assuming the proof of concept is a success, though, it would be nicer to be able to write 'blend pbrmap' or 'blend rmaomap' or something, as per @nbohr1more's comment when PBR was discussed in 2017.
  12. So it's not just use with non-PBR materials that creates incompatibilities then. When I tried it as interaction_direct.vfp and played a couple of FMs, I got outright visual glitching in places.
  13. We'll have to see. From my point of view a major attraction of adding PBR is that so much of the stuff we can obtain from elsewhere is now made for it, to the extent that http://wiki.thedarkmod.com/index.php?title=Texture_Sources opens with a notice about that. And PBR assets crowbarred into a non-PBR engine don't look fully correct either. TDM already has assets acquired from a variety of sources, including whatever mappers can lay hands on, so in that respect it's never had the visual consistency of a dedicated art team anyway. But we'll have to see.
  14. I imagine the legacy ARB set-up dates from before the renderer was open-sourced. Possibly bits of it also inherit structure from other D3 shader mods.
  15. The 'B icon' is a mirror. Only the team knows why it's taking longer to get the mission list back up than the forum, SVN and bugtracker, but it's been down since the hardware failure.
  16. I haven't tried it on 2.07 yet, but yes, I'd hope r_useGLSL 0 would work. Also, according to http://wiki.thedarkmod.com/index.php?title=Replacing_ARB_shaders TDM may not even use its interaction.vfp, and I found nothing happened until I changed the filename to interaction_direct.vfp. And I needed to change from the enhanced to the default interaction shader in the settings menu (presumably the enhanced one uses some other vfp again).
  17. I happened to be looking through the Doom3world salvage yard, saw https://modwiki.dhewm3.org/doom3world/index.php?thread_id=25989 and realised it's the same person whose work we've just been talking about. Still working on megatextures, too.
  18. What exactly does the translucent keyword do? https://www.iddevnet.com/doom3/materials.html says it draws 'with an alpha blend'. A source I can't find any more rich_is_bored in this archived discussion said it averaged the source and destination colours. https://modwiki.dhewm3.org/Translucent_(Material_global_keyword) says it renders 'at 50% transparency'. (It doesn't detail the actual calculation.) http://wiki.thedarkmod.com/index.php?title=Making_Semi-transparent_textures includes a comment saying it 'avoids implicit opaque black stage used for filling the depth buffer' (but the only stage in that material uses blend add, so I'd have thought it would be redundant there). SteveL used to think it used screen door transparency, but changed his mind. In particular, his comment here about it maybe drawing (additively) after the opaque surfaces seems consistent with my experimental results (and with that comment above about it not clearing the destination to black first).
  19. It's not just a matter of material authors' embracing specular maps or not, it's the frustrating way the interaction shaders behave. The simple shader applies constant gloss, reportedly. The enhanced shader derives the gloss from the colour and, unlike the simple shader, scales the colour by the rgb keyword in the diffuse stage. (This seems to originate in a hack used by the ARB enhanced interaction shader to test whether a specular map is present; it broke the rgb keyword in specular stages.) https://bugs.thedarkmod.com/view.php?id=5046 https://bugs.thedarkmod.com/view.php?id=5044
  20. Since people on Doomworld have been using Icecoldduke's PBR shader with the games' existing non-PBR materials, I thought I'd try dropping it (the Doom 3 version) into TDM (2.05) as a replacement interaction_direct.vfp. The result is glitchy (the sparkle effect on the banner below is the least of it), and it's presumably calibrated for D3 levels of shininess, but it has striking effects on shiny surfaces (on the right is TDM's enhanced ARB interaction shader for comparison):
  21. It might be possible to take that suggestion and teleport the player to/from an alternative version of the ship, hiding the transition either with a cutscene/fade or by making sure the player is somewhere that won't have jarring views. This gets increasingly complex the more thorough you want the illusion to be (positions of AI, moveables...), but I think Illusionist's Tower used teleporters to create the impression of a non-Euclidian layout.
  22. If you don't want the player to be visible in any reflections (or other third person camera views) in the mission, then you could try reskinning the player's world models with something invisible. Or $player1.hide() might work. If you want the effect just for this water surface, and you want real-time reflections, I don't know of a way. Edit: it turns out this is an open bug: https://bugs.thedarkmod.com/view.php?id=800 2014 discussion, with suggestion of skin-swapping per location: http://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/217/
  23. It's listed as supported in http://wiki.thedarkmod.com/index.php?title=Currently_supported_Path_Entities but as 'untested' in http://wiki.thedarkmod.com/index.php?title=Path_Nodes#Untested_Nodes If I remember rightly, D3's hide() for AI includes lines to turn off monster chatter, but TDM's version lacks those--I assume 'monster chatter' was removed because of TDM's more complex vocal requirements, but nobody ever added code to mute hidden AI.
  24. This is a long shot if there are no other signs of light-bleed or internal leaks, but are there any non-opaque brush surfaces (like caulk or nodraw) in the problematic wall, including surfaces you can't see because they're flush with an adjacent brush? (Caulk is opaque in a certain sense, but internal caulking has given me light-related headaches before. I sometimes use shadowcaulk for that reason.)
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