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Showing content with the highest reputation on 07/18/23 in all areas

  1. Sounds like you are looking for Full Moon Fever by Spoonman
    2 points
  2. No problem btw there's no vertex blend texture, the vertex colors are baked in the mesh itself, meaning they should be exported in the .ase file itself. And yes the first "path" in a material is just a material name, it can be any unique identifier, the real textures are defined inside the material itself. materialname { //global space { // diffuse material stage blend diffusemap map path/to/the/real/texture.tga } } or materialname { //global space diffusemap path/to/the/real/texture.tga }
    1 point
  3. Cool, I think this should help a lot. First off, there is an alpha channel in my vertex-blend texture, so I'll remake that without it. The "blend diffusemap" was from the DrVertexBlend tutorial, but I'll try using "blend add" instead. I had mistakenly thought the first line of the material file was referencing the vertex-blend image, so I should just be giving the material a name there? OK, I'll fix that too. Thanks!
    1 point
  4. If you already know this ignore it but if you don't, then know that if's in materials stages turn on and off those stages, so you need to make sure you are setting parm11 to a valid value above zero in a script somewhere. But if removing those, didn't solved the problem, then the problem could be the vertex colors itself, are you sure the model has the correct vertex color info on it? Afaik the engine only supports grayscale vertex colors in the RGB format no alpha. Also instead of blend diffusemap keyword try the blend add (gl_src_one gl_dst_one) not sure if this matters but the basic example for vertex colors in this link uses it. I haven't used vertex blending for a very long time so all of this is rusty on my mind unfortunately. Also not sure what you mean with ""lawn_vertex_blend" is the vertex-blended DDS image file exported from Blender and is also referenced in the .ase file." but a material name like yours "textures/darkmod/map_specific/lawn_vertex_blend" shouldn't be a link to a real texture, in reality that is just a virtual path to a fake folder that DarkRadient uses to display in the media section of the editor. You can have a material with just a single word on its name and it will show in the media tab, just not inside a folder but in the global space. it is like this: virtual path/material name { material code } or material name { material code }
    1 point
  5. I really love it, great job ! It also works fine with my favorite black frob outline, so I am tempted to add it to my patch if you allow it. And it's nothing like the sparkling of the last Thief game loot if I remember correctly...
    1 point
  6. I think you can leave out the if ( parm11 > 0 ) stuff, because that is for frob highlighting, but is not needed anymore in material files since 2.11 I don't think it will help though. I just wondered if the blend specularmap would work correctly if it's only defined for one of the two textures blended. Btw. I don't know much about it really. Hope somebody else can help you.
    1 point
  7. This looks pretty cool as well:
    1 point
  8. Oriental setting for Dark mod
    1 point
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