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SeriousToni

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Everything posted by SeriousToni

  1. Got me laughing hard! I wish someone would really do this at some point in time. And record it. Especially the face of the employee.
  2. Thanks a lot everyone! The update is now live and the initial post and title got also updated properly. I wish everybody the most of fun! As a nostalgic piece, take this photo of the Dark Mod Mug I won back in the day (it still is on my cupboard - I love it!)
  3. Thank you I'll update the main post and the screenshots as I come home this evening!
  4. Good news for everyone who needs to bridge the time gap for the current FM contest: As a 10 year anniversary I now finished the update for my Fan Mission. It is currently being reviewed by the Team who can hopefully put it up into the mission downloader. After the Update is officially available I'll update this thread with proper information. *excited screeching*
  5. Please don't break your head on this. I've already put so much time into this without pleasing results I'm thinking I'll just give up on this and us ethe standard fog emitter or none at all.
  6. Hm I'm not completely sure if my setup is correct as you mentioned. So the material is there only once. I have a dds texture containing how the sprite should look like as diffuse image plus an alpha map to blend it out. In dds/textures/darkmod/sfx I also have a tga texture with the same diffuse information and an alpha channel. In textures/darkmod/sfx To test what is actually used I put the tga in another folder and linked it in the material as a map (translucent). Which made it look like suddenly it uses the ALPHA map as an ingame sprite (not the picture in the rgb channel) which is super strange because the fog suddenly turned into the white zone that masks the diffuse image instead of my fog image. So I changed my material to use the dds file as a map. This results back into the observed behaviour that my fog texture looks correct, but it neither uses any RGB values from the particle editor, nor any fade in / out timing and plops in and out of the game. I also tried to use the maskAlpha keyword with no success. There might be a problem for me to understand what I actually need. I believed I need the DDS as a diffuse texture but also a TGA as a map that "cuts out" the texture. However either it is not like that actually or my setup is wrong. From what I looked at in the standard TDM assets it is also that way that the "texture name and path are the same" - one for DDS (with the folder dds/ in front of it) and one for TGA (starting with the textures/ folder immediately).
  7. Okay both didn't help - I tried the makealpha which altered the look of the sprite but didn't solve the rgb nor the fade in out problem. Also the rgb 1.0 didn't change anything. If there's some ideas else left I'll be happy to try them - otherwise I just scrap the idea of my custom fog..
  8. Thanks. Yes it has an alpha channel, I checked twice What do you mean by set the rgb value as vertex?
  9. Yeah I tried and it looks really fine in the particle editor itself (preview window on the right). However whatever I setup as fade in / out fraction seems to be ignored entirely when ingame. Just like the RGBA settings. And I can't tell why. Shouldn't be the result in the DR particle editor the same as ingame? EDIT: Hm must be some kind of shader problem - since when I use dustfog instead of my own shader spriteit properly gives those colour values and also the fading. Damn - I don't like the standard fog sprite...
  10. Hello, I tried to create a custom cloud effect, this looks fine in the DR Particle editor (can be coloured using the RGB and fades out slowly). However ingame the smoke is always grey coloured and pops up and instead fading to 0 it pops out again which makes the fog feel not very foggy animore. I've set my shader blend to blend. The editor looks like this: This is my shader setup // PARTICLES textures/darkmod/sfx/thunderpuff { qer_editorimage textures/darkmod/sfx/thunderpuff noShadows translucent { blend blend map textures/darkmod/sfx/thunderpuff } } I can get around the colouring issue by changing the DDS texture - however a slow fade in and fade out would be crucial to make it work. Anybody got an idea why my smoke puffs pop in and out instead of slowly fading?
  11. I found the problem why my sound wasn't playing at all. I guess it was the Hz of the ogg file that was 48.000 and it was stereo. Converted them and the sound did trigger finally. I placed a few of them with s_omni 1 outside. They then get triggered later in game, since I found replacing the whole ambient too harsh in the end
  12. Yeah same for me when I tried with a speaker. I tried to add it to the location based system with a speaker that triggers on top. But the speaker didn't react to the trigger.
  13. Okay setkeyval should be the thing to try for me next
  14. I've got an ambient sound playing on a region in the game. I wanted to achieve that after a trigger this ambient sound gets exchanged to another ambient sound for that same region. Is that possible to achieve? Say you start the mission in a city and get to hear city_ambience1. Then you finish you visit a certain area and that triggers to play city_ambience99 instead of city_ambience1 if you get back out into the city. I tried adding speakers to the area, but they weren't even playing after getting triggered, plus the old ambient sound still plays along.
  15. I did this a few times on my mission but didn't get the error described.
  16. @OktokoloOkay thanks for taking the time to clarify that. I guess I learned something today. Thank you
  17. Wait it IS spam? I just wrote that. But then checked the website. I also checked his account and he made a legit post in the past. Edit - removed the URL in the quote. Sorry for the trouble. Wasn't my intention
  18. Can't reproduce on 2.10 final. @Baal did you test it on a dev release?
  19. I'll give it a try in the next hour and report back.
  20. That's pretty impressive, so I could use that by importing the shader to my FM and then adjust the colour in the entity properties? I personally would go with the left side, but I would like to see some of the colours even more less saturated if possible, like the green, it is a bit too colourful but that's only my opinion
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