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  1. Type of mission: Mansion/Estate/Horror Story: Lord Blackgrove recently purchased a rare expensive artifact. The whole family has now disappeared leaving the manor empty. Time to check out the manor and see if the artifact can be found. Build time: My first map ever, 300 hours (5 months). Credits: Kingsal - Breaker script for light switches and elevator Dragofer - Ambience Track 'Intent' Springheel and Sotha - Video Tutorials (those videos really helped) Feedback and testing: Cambridge Spy, Dragofer, nbohr1more, Acolytesix, wesp5, Shadow, Zerg Rush, AluminumHaste, prjames The whole community. Download (1.03): https://drive.google.com/file/d/1wZc_nqHoX7kQvzfg08EpoRy2hyuH7mw3/view?usp=sharing Edit: Version 1.02 provides large performance improvements in the outdoor areas. Be sure to set TDM Object Details (LOD) to Normal (or lower) to take advantage of some of the optimizations. Edit: Version 1.03 further improves performance around hedges thanks to HMart's alternative hedge model. I’ve had a mission like this in mind for years. My main influences and inspirations are: Deus Ex - Chateau DuClare (https://youtu.be/9QLT_l8aH78) Clive Barker’s Undying - Main Mansion (https://youtu.be/t8PyXhCQB3Q?t=90) Thief Deadly Shadows - Shalebridge Cradle (Almost everyone should be very familiar with this one) (https://youtu.be/Rw4YZuRUgXA) In case anyone gets stuck and needs help, I’ve listed some questions and answers below that will hopefully help. FAQ
    2 points
  2. v 0.49 ambient.fs uses rimlighting like common.fs to resolve spazzing water for now while still taking var_Color into account In ambient.fs, the rimlight.rgb has been disabled, and the float rimlight enabled. The float rimlight adds to both light and specular dots. For ambient, the float rimlight just uses the fresnel term and a multiplier to adjust how much to do. Currently the multiplier is at 1.0, b/c I'm trying to experiment with something that will dynamically adjust the amount of rimlight to do based on ambient light level. Reason being.. rimlight looks gaudy when over-done in very bright shadows, and can fade into nothing in very dark shadows. So, the idea was to use the luminance of the ambient lighting to some how scale the rimlighting amount.. tone it down in bright ambient and punch it up a bit in low ambient. The method I'm using doesn't seem to work well (got same results as just mul'ing by 1.0). So, just have the static multiplier there for now. Still not sure why rimlight.rgb was spazzing out on water. Since that part runs outside the cubic/non-cubic branch, I wonder if it's something to do with that... b/c the float rimlight only runs inside the non-cubic branch. Anyways.. feels hackish. But, rimlight does look better when it takes var_Color into account. It blends into the scene better. glprogs.stages.interaction.049.zip
    2 points
  3. AI_Use set to AI_ANIMAL should work, as Dragofer said.
    2 points
  4. After lots of beta testing (thanks guys) and fixing I think I'm ready to release my Xmas Fm, The Parcel. Its your standard get in, grab something and get out. Briefing: "I was expecting a package today just in time for Christmas, but it never showed. The runner never appeared either and I began to wonder what may of happened as Dave has never been late before. I did some digging and I finally found where he is, and where my parcel is as well. This, John Randell, has crossed the wrong guy. It's time to go to work." Build time: This was built in a little under two weeks. Started December 6th and finished on the 16th before beta testing. Known issues: Lights look lit even after putting them out. This seems to be a texture bug with the lamp itself. The Parcel http://www.southquarter.com/downloads/ Hope you have fun and Happy Holidays! Xonze
    1 point
  5. Yes, I suppose a fresnel flag can be added to the light entity so mappers can choose this behavior.
    1 point
  6. v 0.48 (direction - position) calc's moved to vertex shader if not already there valve-style half-lambert used to even out ambient lighting in shadows zip file contains all files in "interaction", b/c at this point I'm worried only handing out some files might break things if I missing some dependancy or modification to another file I made. Messing around, and finally got cubic attenuation removed from the non-cubic equation, and cubic windows (that use non-cubic lighting branch) still seem to look good. Problem is, water surfaces started borking up with disco lighting (red,green,blue flashes)... which was occuring due to ambient rimlighting, and, more specifically, due to the var_Color being used in the base lighting for rim lighting. I have no clue why it's doing that. But, I decided to remove var_Color from ambient rimlighting. This means the water doesn't spaz out, but grass will show cobblestone rim-lighting highlights once again. ~~~~~~~~~~~~ Merging cubic attenuation with non-cubic was what caused over-darking of ambient lighting. With it removed, levels have brighter light. But, the NdotL was creating stark darkness on the sides of things, like buildings and boxes. The u_minLevel had a half-lambert-style formula to smooth that out, but u_minLevel doesn't seem to be set (on the levels I messed with). The ambient lighting of original shaders start with a 0.5 "directionless half", then add on a specular and NdotL light dot thing to them, so they were forcing a half-lambert style by default anyways. So, decided to make a branch where if u_minLevel isn't set, it'll default to a valve-style half-lambert light dot... sqrt( lightdot * 0.5 + 0.5 ) This evens out the lighting on things, but brightens up lighting, too. So, I compensate by reducing the diffuse.rgb (light color) down by 0.5, too. Half-lambert flattens normals a bit, b/c it reduces the 0 to 1 light dot range to 0.5 to 1. But, the rimlighting and specular in shadows help add body back to the normals in ambient lighting. ~~~~~~~~~~~~~ I shifted the direction calculations to the vertex shader. Those things can be done vertex-side to avoid calc's in fragment shader. They just need to be normalized in the fragment shader. I did this when experimenting with a lighter version of parallax mapping from openGL tutorials.. but it still looked awful, so gave up on that again. ~~~~~~~~~~~~~ I experimented with shifting the TBN mul'ing to vertex by mul'ing it with light, view & world direction.. but it just never quite looked right. It came close, but didn't look exactly like doing TBN muls to normals in frag shader. So, gave up on that. (I even stripped the code out trying to chase down the spazzing water, but I can post that code if anyone's interested.) glprogs.stages.interaction.048.zip
    1 point
  7. Try disabling his visual stim or setting his AI_USE spawnarg to -
    1 point
  8. Hello, there were rumors, that the current antique shop owner and sometime-maybe-to-be-lord Geoffrey Rowanson had lost a shipment of fine paintings due to a thieving event. Luckily I was able to buy them from a fence so that they eventually can find their place in new locations in the city. ---- A large picture of the paintings is at the bottom of this post. I had quite some fun constructing this together. There are normal paintings, weird paintings, erotic paintings and irritating ones. On some of them a second look is needed to even identify that something is not as it "should be" (weirdness factor). It would be really nice if it would be possibly to integrate them into TDM. Documentation first: here is the source and licensing information for each painting. Each of the paintings also has its own sometimes very surprising story, so it's worth following the links to metmuseum.org. https://das-kartell.org/files/thedarkmod/paintings/sources_licenses.txt License information: Open Access/Public Domain Savitri painting_savitri.jpg https://www.metmuseum.org/art/collection/search/838323 Vanitas Still Life painting_still_life_vanitas.jpg https://www.metmuseum.org/art/collection/search/435918 The Garden of Love painting_garden_of_love.jpg painting_garden_of_love.png https://www.metmuseum.org/art/collection/search/468064 Rubens painting_family.jpg https://www.metmuseum.org/art/collection/search/437532 Merry Company on a Terrace painting_merry_company.jpg https://www.metmuseum.org/art/collection/search/437749 The Declaration of Love painting_declaration_of_love.jpg https://www.metmuseum.org/art/collection/search/438127 Woman_man_casement painting_woman_man_casement.jpg https://www.metmuseum.org/art/collection/search/436896 Vanderlyn painting_portrait_man.jpg https://www.metmuseum.org/art/collection/search/13053 Basket of Flowers painting_basket_of_flowers.jpg https://www.metmuseum.org/art/collection/search/436175 Judgement painting_judgement.jpg https://www.metmuseum.org/art/collection/search/436037 Daughters of Catulle painting_daughters.jpg https://www.metmuseum.org/art/collection/search/438014 Love Letter painting_love_letter.jpg https://www.metmuseum.org/art/collection/search/437227 The Smokers painting_smokers.jpg https://www.metmuseum.org/art/collection/search/435807 Following the stags trail painting_trail.jpg https://www.metmuseum.org/art/collection/search/468096 Feast of Acheloues painting_feast.jpg https://www.metmuseum.org/art/collection/search/437525 Vase of Flowers painting_vase_of_flowers.jpg https://www.metmuseum.org/art/collection/search/436634 Wolf and Fox hunt painting_hunt.jpg https://www.metmuseum.org/art/collection/search/437536 Oedipus and the Sphinx painting_sphinx.jpg https://www.metmuseum.org/art/collection/search/437153 The Horse Fair painting_horse_fair.jpg https://www.metmuseum.org/art/collection/search/435702 Aegina visited by Jupiter painting_visit.jpg https://www.metmuseum.org/art/collection/search/436580 The silver tureen painting_silver_tureen.jpg https://www.metmuseum.org/art/collection/search/435887 The dissolute household painting_dissolute_household.jpg https://www.metmuseum.org/art/collection/search/437747 A hunting scene painting_hunting_scene.jpg https://www.metmuseum.org/art/collection/search/437283 Springtime painting_springtime.jpg https://www.metmuseum.org/art/collection/search/438158 Temptation painting_temptation.jpg https://www.metmuseum.org/art/collection/search/828241 Woman playing a guitar painting_guitar.jpg https://www.metmuseum.org/art/collection/search/747607 The letter painting_letter.jpg https://www.metmuseum.org/art/collection/search/436904 Marriage painting_marriage.jpg https://www.metmuseum.org/art/collection/search/437083 Woman reading painting_woman_reading.jpg https://www.metmuseum.org/art/collection/search/437882 Moreau Galatee painting_galatee.jpg https://en.wikipedia.org/wiki/File:Gustave_Moreau_-_Galat%C3%A9e.jpg Moreau devore painting_devour.jpg https://fr.wikipedia.org/wiki/Fichier:Gustave_Moreau_-_Diom%C3%A8de_d%C3%A9vor%C3%A9_par_ses_chevaux.jpg Moreau Diosa painting_diosa.jpg https://www.wikiart.org/en/gustave-moreau/goddess-on-the-rocks Flowers in a Grotesque Vase painting_grotesque_vase.jpg https://www.metmuseum.org/art/collection/search/816522 Marriage of Wealth.png painting_marriage_of_wealth.png no direct link - Jan Saenredam, 1565-1607, public domain by date Stolen kiss painting_stolen_kiss.jpg https://www.metmuseum.org/art/collection/search/436325 Afternoon meal painting_afternoon_meal.jpg https://www.metmuseum.org/art/collection/search/437053 Courtiers in a rose garden painting_rose_garden.jpg https://www.metmuseum.org/art/collection/search/463189 Musical party painting_musical_party.jpg https://www.metmuseum.org/art/collection/search/436267 I made a Photoshop-file to easily apply borders (and created a new border color variation), containing the full size images and the adjusted outputs: https://das-kartell.org/files/thedarkmod/paintings/paintings_1024.psd (1 GB Download) The resolution of the new paintings is 1024px opposed to the 512px of the existing paintings. The detail difference was just too big to use 512px for a texture you look at so long and so often from a very close distance to analyse every detail, here is a comparison 512<>1024px ingame. I want to state that the 1024px texture doesn't make the existing painting look less good if placed side by side to the new ones, as quality and equality of existing textures already in the game according to the wiki have to be considered. Each painting was oriented, scaled and eventually clipped to appear as good as possible in the variety of possible frames. As specular maps the existing ones have been used. Because of the resolution and because of detail issues with the existing normal maps, the creation of adjusted normal maps was necessary. As I don't want to mess with the existing paintings in the game, I created new normal maps for the new images with finer detail and more subtle linen bumps. https://das-kartell.org/files/thedarkmod/paintings/_local.psd After intense testing, I made a 512px normal map layout, which consists of the existing 256px normal map area copied to the new map 4 times and flipped horizontally/vertically for seamless area filling. The intensity was reduced by 50% by overlaying the average color of the image area with a 50% transparency. The painting canvas part has been left untouched. The normal maps have been named after the border type in the paintings_1024.psd and the original normal map name (e.g. painting01, you'll see what I mean if you look at the files in the demomap). ----------------- Currently the paintings are only integrated in my demomap: ogda_demomap: Download (currently no pk4, set TDM\currentfm.txt to "ogda_demomap" and run over console with "map ogda_demomap"): https://das-kartell.org/files/thedarkmod/paintings/ogda_demomap.zip (23 MB) Skin definitions (ogda_demomap): https://das-kartell.org/files/thedarkmod/paintings/ogda_demomap.skin Material definitions (ogda_demomap): https://das-kartell.org/files/thedarkmod/paintings/ogda_demomap.mtr Diffuse and normal maps, Editor images (dds and texture folder): https://das-kartell.org/files/thedarkmod/paintings/paintings_dds_and_textures.zip Source images: https://das-kartell.org/files/thedarkmod/paintings/source_images.zip (101 MB) ----------------- Possible integration of the paintings into TDM. I'm not a team member, so this is speculation by me if this are the correct definitions and locations and of course they would have to be merged with a current development version): I tried my best, but this has to be reviewed (that is if you even want to include them in TDM). Here are my guesses: Diffuse maps should go here (source is the dds folder in https://das-kartell.org/files/thedarkmod/paintings/paintings_dds_and_textures.zip ) dds\models\darkmod\props\textures\ (tdm_models_decorative_wall.mtr references the dds-diffuse map to be in models\darkmod\props\textures\ though, not in dds\...?) _ed-Files and normal maps should go here (source is the texture folder in https://das-kartell.org/files/thedarkmod/paintings/paintings_dds_and_textures.zip ) models\darkmod\props\textures\ Adjusted material definition (my source should be from 2.09 live): materials\tdm_models_decorative_wall.mtr https://das-kartell.org/files/thedarkmod/paintings/tdm_models_decorative_wall.mtr Adjusted skin definition (my source should be from 2.09 live): skins\tdm_decorative_wall.skin https://das-kartell.org/files/thedarkmod/paintings/tdm_decorative_wall.skin ----------------- Finally, here's the overview of the paintings already ingame in my map "ogda_demomap". (additional info: there is a very slight thin dark shadow visible on the right side of each painting in the demomap and the pictures here. That's not a texture error but a shadow caused by a light sitting right of the painting in the demomap, I only noticed this after I was already done taking the pictures.) Direct image link: https://das-kartell.org/files/thedarkmod/paintings/paintings_overview.jpg Click 3 times to enlarge: Hope you enjoy these! OGDA
    1 point
  9. I could offer some guidance in getting more FPS but it will take some effort from you Are you sure you absolutely need to play Painter's Wife now? You could play other missions for now and then upgrade the hardware to something more decent later. What are your system specs?
    1 point
  10. I recommend playing Requiem before A House of Locked Secrets. But if a good story is what you're after, both those missions are great
    1 point
  11. Lots of great looking screenshots this year! Mine is still very much a WIP, but I've got AI routes and main lighting generally where I want them and now I'm doing initial detail passes. I'm trying to focus on the areas I expect to be the most performance-intensive first, to minimize any fundamental rework I might have to do. I do need to set this aside for a little while in order to focus on some other projects though, so this is also a self-reminder to pick it back up in June To everyone else, keep up the great work!
    1 point
  12. How high should I start? Thanks, mate. This is the biggest purchase of my life since I graduated and started working. It was my child's dream to own a high end gaming PC. Now owning it, I can crank up soft shadows. Dark mod with RTX when???
    1 point
  13. The Painter’s Wife v1.2 is ready for beta testing! Compared to previous versions, this is a more modest update: One of the main features is that the FM archive has been cleaned up thoroughly, resulting in a much lighter mission that now weighs in at just 160 MB without compromising on content. The level has been tweaked and polished all over the place with an aim to improving lighting and performance. In particular the secret chapel is worth another look. The console has been used to track down numerous bugs that went undiscovered until now, in addition to some “regular” bugs that were reported. As always, a handful new locations have been added, such as a tiny roof garden on Kings St. Also note that the loot in the secret spider cave counts as the 14th secret now. A more detailed changelog can be viewed here: Anyone who’s interested in trying this out would be very welcome to do so by downloading from this link: Google Drive For providing feedback, please use the FM’s betatesting server on Discord (channel beta-v1-2-b1) or send me PMs on these forums.
    1 point
  14. Finally completed my first full run through, highest difficulty, non-lethal ending to main quest and loot count 5535 04/07/2020 UPDATED 06/07/2020 with new bugs and Hidden Loot locations now found UPDATED 07/07/2020 with clearer instructions on how to discover and complete various side quest objectives and events UPDATED 14/07/2020 Hidden Loot List completed and map added, no further guide info to add Side Quests/Events found and Completed; 13 Hidden Loot Locations Hidden Loot Locations Marked on Map (Provided by Dragofer) Compiled bug list found so far; Phew, this has been a hell of a ride. I'll keep combing the streets for those elusive Hidden Loots and hopefully have a definitive guide to the events and secrets posted up here soon enough. Once again folks, sterling work.
    1 point
  15. A couple of weeks ago: Dual-core Pentium running at 4.3GHz, 16GB Cors. Veng. DDR3, nvidia 1060, and three very old 1TB spinning drives. Asus 27" and Dell 24" screens, both at 1920x1080. As of now: Same GPU and monitors as before. Two of the drives were replaced with WDC SATA 1TB SSDs for '/' and '/home'. Third drive still spinning as '/storage'. Nov. 14 Edit: The SATA SSDs are now '/storage' and '/backup' after moving my / and /home drives to 1TB and 2TB NVME M.2 drives. The rest of the machine was completely replaced with: Ryzen 9 9300x, 32GB pc3200 Corsair blinky light thingies, and an MSI x570 mobo to help hold those in place. New Corsair mouse(s), kb, and mid-tower case. PC Power & Cooling 1050W modular PSU (don't get this unless your case is full size). The current SSDs will become storage drives when I upgrade them to M.2 v3/v4.... which has now been done. Running Mageia 8 with RGB light control working for keyboard, mouse, case fans and RAM modules.
    1 point
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