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Serpentine

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  • 1 month later...

textures/darkmod/metal/flat/heavy_rust_pocked01_ns and I guess there may be a non _ns version. The frob highlight is very weak. Probably not many moveables using this texture but I made an iron bar and it's highlight is not bad in the dark but any light such as the lantern and I can't tell it has highlighted.

 

Needs a second and third opinion but if you agree can you boost it up a bit? Thanks.

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Needs a second and third opinion but if you agree can you boost it up a bit? Thanks.

 

I had a look at the texture in-game, it seemed in line with the other highlights I tested. Are you perhaps using the texture in a relatively bright area?

 

The shader parameter(11) which us meant be used to adjust the brightness on entities doesn't seem to be working correctly however, will investigate that a bit more.

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I was using it in a dark area but with the lantern on so yes it's fairly bright at the range you need to be to frob. With the lantern off it was visibly highlighted but not very bright (compared to some other things) but tolerable. But of course I can't be sure if the player would have the lantern on there and never see this highlight.

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It blends in a portion of _white plus a portion of the diffuse. This is 99.9% effective but there were a few dark textures we had to boost that portion. I recall dark bottles were hard to see. The padlock also. I guess this dark rusty metal had not been done simply because I doubt there has been anything frobable that was this texture so far. I can boost this myself easily enough but it's best to have at least two or three opinions before changing anything.

 

Pulsing is probably contrary to TDM's general 'subtle' approach to hud etc. Everybody's happy with the current highlight where it is light enough. We may from time to time find a texture that needs adjusting. Fortunately its settable individually in every material.

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Somebody did create a test map at one point with a pulsing frobhighlight implemented, which I personally liked, but I think the general feeling was that it wasn't really appropriate for the style of the mod.

 

Maybe that could be released as a mod/addon? I have sometimes difficulties to realize something small is frob-highlighting so I would like to at least test if pulsing would help.

Clipper

-The mapper's best friend.

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It's not really possible to do it as a mod, since the change is required for every material... which while it can be done in script as a bulk process, It's certain to cause more trouble than it's worth.

 

The easiest way would be to make the shader parameter modulate for all frobable objects, however at the moment this seems to be a bit broken, I also remember some comment about there being issues with changing shaderParams programmatically. I'll look at getting the control back in the material files and maybe someone can play with the code side of things.

 

@Fids : What graphics card do you have? Have you tried playing with the shaderParm11 to check if it has an effect? (I remember this problem not hitting everyone, which might explain why it looks fine my side)

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Not to place any unwarranted blame but... aren't the "key brightener" features in v1.05?

 

Perhaps that is have an affect on the shaderParm (overridden)?

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  • 4 months later...

textures/darkmod/stone/natural/deep_cave_dark_01 has something really funky about its normal. The brightest parts of the texture show up almost white-blue in bright areas. This doesn't happen when using ambient light.

 

Also, I have a request, and i think this one is very simple (but I have 0 photoshop ability). Can somebody implement a grime bar on only 1 edge of the texture (preferably wide, like half the texture, for varying griminess). this would make life about 100x simpler griming complex areas.

 

also, 1 last: textures/darkmod/decals/dirt/grime_corners_square_colorme. the grime is inverted, and darkens the middle of the texture, not the edges. (and i mean in game, not just in DR camera view). the other colorme grime works, but not this one.

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textures/darkmod/stone/natural/deep_cave_dark_01 has something really funky about its normal. The brightest parts of the texture show up almost white-blue in bright areas. This doesn't happen when using ambient light.

I'll take a look at that, tho these are getting replaced with higher res versions sometime soon (the're half done atm)

also, 1 last: textures/darkmod/decals/dirt/grime_corners_square_colorme. the grime is inverted, and darkens the middle of the texture, not the edges. (and i mean in game, not just in DR camera view). the other colorme grime works, but not this one.

This sounds like its not using the same blend mode as the others (I havent checked). I'm not sure I should fix that if it's been around for a while.

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This sounds like its not using the same blend mode as the others (I havent checked). I'm not sure I should fix that if it's been around for a while.

 

already checked, the blendmodes between colorme shaders is the same, I believe the source image is the problem.

Edited by ungoliant
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Also, I have a request, and i think this one is very simple (but I have 0 photoshop ability). Can somebody implement a grime bar on only 1 edge of the texture (preferably wide, like half the texture, for varying griminess). this would make life about 100x simpler griming complex areas.

 

I second that request.

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  • 2 months later...

In the mission "The Thieves" the dark wood floor texture (in the hideout) seems to be missing it's Ambient stages.

 

I believe that it's either oldworn1 or old_worn1.

 

Was this already fixed for v1.07? I don't recall...

 

That texture looks a little low resolution too...

 

http://www.thedarkmod.com/missiondetails/?id=7

 

(See Thieves #4 )

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

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Thanks Serpentine.

 

I found that the texture on the front door stairs in "The Parcel" is also missing it's ambient stages. Also... Some of the ornate wood panel textures in that mission clearly show the pencil strokes from the artist.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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