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Apples and Peaches: Obsttorte's Mapping and Scripting Thread

mapping scripting obsttorte

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#401 Obsttorte

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Posted 12 December 2016 - 02:41 AM

  1. The overlays haven't changed, just their appearence.
  2. If you just hide the hud overlays there won't be an issue. I'm not quiet sure what you mean by "masked by a new overlay". You'd have to explain this more in detail so I understand whether the scaling whould have an impact. Requiem is btw.  a mission where the hud is turned off from time to time, but as said, this should not interfere with the scaling.

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#402 grayman

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Posted 12 December 2016 - 08:40 AM

I forget which overlay it is, but I can't turn it off, and I needed to adjust a mission-specific overlay so it laid on top of the problematic overlay, hiding its display.

 

I'll see what it looks like once the code is available.

 

It's prolly not so much a problem for WS3, because I already plan an update for that, but I was curious about other missions that could conceivably have an issue.



#403 Obsttorte

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Posted 12 December 2016 - 02:25 PM

All guis affected by the change are hideable in general, although the source code might interfer in some situations.

 

I report back once I made the code changes and uloaded them to svn.

 

On another note: I've experimented with a way to enable the player to knockout ai by jumping on their head out of sufficient height. Currently this is if he let himself fall off a ledge roughly 256 doom units above the ground the ai is standing on. The speed the player must gain to have enough "force" to do this is controlled via a spawnarg on the player however, so it can be easely adjusted. It works quiet nice thus far, but the implementation has to check the players speed every frame. Not overhelmingly performance houngry, but not very elegant. I tried to apply moveable falling damage which doesn't yield any effect, but the way moveables damage and knockout ai might be adoptable to player, too.


FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

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#404 lowenz

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Posted 15 December 2016 - 08:58 AM

Almost done with the work. Only the code side is needed. But first I wanted to get some feedback as it may needs additional fine-tuning or stuff like that.

 

You've stolen my desktop icons, you taffer! :D


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#405 Springheel

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Posted 15 December 2016 - 09:29 AM

Obs, people are reporting that when they have the mousewheel bound to weapons, frobbing the safe wheels causes them to cycle through their weapons.  I didn't realize it's not just the icons--the animations play too, which both looks awkward and blocks the player's view of the wheels.  You can see Biker demonstrate it below.  Is there anything that can be done about that?

 

https://youtu.be/P74jgjLtDB4?t=15m9s



#406 nbohr1more

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Posted 15 December 2016 - 09:33 AM

Hmm. I'll bet the weapon script could include a conditional to see if the "use key" is held?


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#407 Springheel

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Posted 15 December 2016 - 10:34 AM

How would that help?



#408 nbohr1more

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Posted 15 December 2016 - 10:40 AM

As I take it, the weapon scrolling is provoked by the weapon script. If you check for the "use key" (which should be held to pick the safe),

the conditional should stop the entire weapon script including the scroll operation. Will look at the script when I get home to confirm.


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#409 Destined

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Posted 15 December 2016 - 11:39 AM

Maybe you could "borrow" some lines from the readables GUI. If I remember correctly, the pages are also turned with the mousewheel. The weapons also do not cycle in this instance.



#410 Springheel

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Posted 15 December 2016 - 02:43 PM

If you check for the "use key" (which should be held to pick the safe),

 

 

There is no Use key involved.  The Use key is only used when you're manipulating objects in your inventory or things held in the grabber. 



#411 nbohr1more

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Posted 16 December 2016 - 12:30 AM

I think Destined is on the right track here.

 

See "void darkmod_readable_immobile::init()" in tdm_readables.script

 

Use something like:

 

#define IM_SAFEPICK ( IM_ALL & ~( IM_VIEW_ANGLE | IM_MOVEMENT | IM_CROUCH | IM_JUMP | IM_CLIMB )

 

// stop inventory, etc

$player1.setImmobilization( "safepick", IM_SAFEPICK );

 

// when done, re-enable inventory

$player1.setImmobilization( "readable", IM_NONE );


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#412 Obsttorte

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Posted 16 December 2016 - 04:33 AM

Obs, people are reporting that when they have the mousewheel bound to weapons, frobbing the safe wheels causes them to cycle through their weapons.  I didn't realize it's not just the icons--the animations play too, which both looks awkward and blocks the player's view of the wheels.  You can see Biker demonstrate it below.  Is there anything that can be done about that?

 

https://youtu.be/P74jgjLtDB4?t=15m9s

I'll take a look at the script. Can't remember the exact implementation right now, but using a gui overlay would definetely work, as it blocks the weapon selection.


FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

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#413 Springheel

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Posted 21 December 2016 - 09:39 AM

I'll take a look at the script. Can't remember the exact implementation right now, but using a gui overlay would definetely work, as it blocks the weapon selection.

 

Any chance of getting a fix for this in the next few days?  I have to make a decision about including the safe in the mission for 2.05.



#414 Obsttorte

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Posted 21 December 2016 - 02:57 PM

Oops. Thanks for the reminder. I'll take a look tomorrow and report back.


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FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

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#415 Goldwell

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Posted 24 February 2017 - 09:49 AM

.


The Accountant Trilogy
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Trilogy

ACT I
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#416 NeonsStyle

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Posted 24 February 2017 - 12:43 PM

What a great idea. 


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#417 Obsttorte

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Posted 25 February 2017 - 05:15 AM

What? :huh:


FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

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#418 NeonsStyle

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Posted 09 April 2017 - 12:03 PM

How do you get a static view from this?


I have a small YouTube channel making videos on a variety of games. Come and have look here:
 
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Briarwood Manor - available here or in game

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#419 Obsttorte

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Posted 09 April 2017 - 12:31 PM

If you are referring to the camera disable its sweep.


FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

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#420 nbohr1more

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Posted 25 June 2018 - 11:48 AM

That is what I thought too, but what is really happening is:
 
( source_texture * framebuffer ) + ( framebuffer * 0)
 
So it is only capable of darkening but it the darkening covers the full color range.
If you start with a white diffuse map, the darkening is only based on the input of how
much light strikes the white texture and thus it mimics the way that the regular diffuse
image works.
 
The problem in my diffuse example is that to crossfade the textures with blend filter I had to mask
the unwanted area with white and that masking is unnecessarily brightening the crossfade
region. I think I can correct that with one more filter stage to counteract it.
 
Probably something like:

{
blend filter

map add(add(textures/bias_map.tga, invertColor(textures/bias_map.tga)), add(invertColor(textures/conny.tga),invertColor(textures/cuckold.tga)))
}
Edit: Nope, cannot find a native way to correct the bright band. Had to create a corrective filter
texture in GIMP by flipping a duplicate layer and using darkening then inverting the whole thing:

attachicon.gif darkmod_2016-10-06_22.03.53.jpg

I guess using native functions for diffuse blending is mostly only practical where you don't care about a little
brightening at the boundary.



Obsttorte's shader doesn't suffer that diffuse problem and it works with DDS. So use my operation for bumpmap and Obsttorte's shader
for diffuse.


Time for a little revival.

It occurs to me, that it should be possible to nest blend stages so we should be able to get a perfect cross-fade if
we do something like:

White diffuse image

blend filter everything below
makeAlpha (filter image)
blend blend everything below
diffuse image 1, diffuse image 2

Basically, take advantage of blend blend's natural crossfade then use the resultant image as a filter.

I've gotta look at some makeAlpha materials to confirm my understanding there...

I'm not sure how normalmaps would fare with blend blend but this might be one of those nifty cases where the mask color
keywords come in handy.
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#421 nbohr1more

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Posted 25 June 2018 - 11:02 PM

Running out of time but after considering further, here is a prototype based on the previous

example:

 

 
textures/add_two_nbohr1more_again
{

   {
     blend diffusemap
     map _white
    }
    
     {
      blend filter
      map nbohr1more_blender_tex
     }

}

nbohr1more_blender_tex
{

 diffusemap textures/cuckold.tga
  {
  maskColor
  map makeAlpha(textures/bias_map.tga)
  }
 
  {
  blend blend
  map textures/conny.tga
  }
 
}
 

 

It requires 2 materials.

 

1 to setup the image blending (nbor1more_blender_tex)

 

and

 

2 use the blended image as a filter for the diffuse

 

Then you should be able to manipulate the bias image and reloadImages to follow the same workflow...


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