Jump to content


Photo

Missing frob highlighting for materials?


  • Please log in to reply
9 replies to this topic

#1 Sotha

Sotha

    Vertical Contest Winner

  • Active Developer
  • PipPipPipPipPip
  • 5592 posts

Posted 02 March 2017 - 04:04 PM

Hi!

 

While working on my map, I made a secret compartment to wall made of

textures/darkmod/plaster/framed_03

 

I noticed that this texture, when on a door, will not frob-highlight at all. It is probably missing the material information. There may be other materials in tdm_plaster.mtr, which are missing frob highlighting. Is it by design or accident?


Clipper
-The mapper's best friend.

#2 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36405 posts

Posted 02 March 2017 - 04:26 PM

I don't think it would ever be by design, since that stage is ignored if not used.



#3 Sotha

Sotha

    Vertical Contest Winner

  • Active Developer
  • PipPipPipPipPip
  • 5592 posts

Posted 02 March 2017 - 11:18 PM

So I will file a bug report?

Can someone tell me how I can make a new material that I can ship with my mission. The shipped material would override the defunctional material and my mission would have the frob highlighting for the this texture?

Thanks!
Clipper
-The mapper's best friend.

#4 nbohr1more

nbohr1more

    Darkmod PR, Wordsmith

  • Development Role
  • PipPipPipPipPip
  • 7786 posts

Posted 02 March 2017 - 11:44 PM

You just need to add this stage to your material def:

 

// This is the code required for frob highlighting this texture
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white.tga
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/your_file_folder/your_texture_name
        rgb         0.15 * parm11
    }


  • Sotha likes this
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

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

#5 Sotha

Sotha

    Vertical Contest Winner

  • Active Developer
  • PipPipPipPipPip
  • 5592 posts

Posted 03 March 2017 - 12:31 AM

Thanks, nbohr!

Bugtrackerified: http://bugs.thedarkm...iew.php?id=4487
Clipper
-The mapper's best friend.

#6 Obsttorte

Obsttorte

    Scripting guru, Mapper

  • Active Developer
  • PipPipPipPipPip
  • 5149 posts

Posted 04 March 2017 - 12:35 PM

Only materials that are designed to be used on frobable entities, like textures for loot or doors are setup with the frob-hilight stage. Others don't so you have to add it manually as posted by nbohr. Not a real bug but more a design desicion imho.


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

End of shameless self promotion.

#7 Sotha

Sotha

    Vertical Contest Winner

  • Active Developer
  • PipPipPipPipPip
  • 5592 posts

Posted 04 March 2017 - 12:49 PM

I'm not sure about that.

Some plaster have the frob stages, like framed_diagonals and framed_crosses, and some don't, like framed_0*. These were probably made by different people or at different time.

 

This leads me to believe the stage was simply forgotten from some of the textures. The deficiency was never spotted because people haven't needed to frob these textures... until now. Good thing it is easy to fix.


Clipper
-The mapper's best friend.

#8 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36405 posts

Posted 04 March 2017 - 02:09 PM

It should be added by default, I would think.  It doesn't hurt anything to have it, and you never know when a mapper might want something to froblight.



#9 Obsttorte

Obsttorte

    Scripting guru, Mapper

  • Active Developer
  • PipPipPipPipPip
  • 5149 posts

Posted 04 March 2017 - 05:13 PM

This means someone has to go through all the material definitions and add the stage, which is a very tiresome work. Volunteers? :)


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

End of shameless self promotion.

#10 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36405 posts

Posted 04 March 2017 - 05:57 PM

I would suspect there's not that many missing that stage. 






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users