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Showing content with the highest reputation on 03/05/21 in Posts

  1. WHOO!!! Thank you for the TIP @duzenko !!! I cured the square artifact by applying both projection images to the fresnel \ rim phase: if(params[var_DrawId].ambientRimColor.a != 0) { // produces no visible speed difference on nVidia 1060, but maybe on some other hardware?.. light.rgb += params[var_DrawId].ambientRimColor.rgb * NV * NV; } else { vec3 lightProjection = textureProj( u_lightProjectionTexture, var_TexLight.xyw ).rgb; vec3 lightFalloff = texture( u_lightFalloffTexture, vec2( var_TexLight.z, 0.5 ) ).rgb;
    2 points
  2. I believe a single (direct) fire arrow hit does destroy the cameras in Thief. Think I learned that while playing some random fan mission, just decided to try it for whatever reason. As you mention, they're insanely loud anyway, so it's more or less the final solution. I also wouldn't mind water arrows having some form of effect on the cameras, at least electric ones. If you dump enough of them on one, it wouldn't be too out of reach to expect a reward. Just like you can disable the hulking security bots in Thief 2 with some water. That said, I find the classic Thief 2 "disable everyt
    1 point
  3. https://thief.fandom.com/wiki/Periscope_Eye https://thief.fandom.com/wiki/Watcher One option re. water arrows would be to invent a relay-type thingy for the power or alarm system: something like an antenna with lightning effects. If you see one near a camera, you can break the camera's connection to the alarm system for a bit. (Cf. how in T2 some turrets are autonomous, others rely on a nearby Watcher to alert them. It could also be used for other security devices, like in TDS's museum.)
    1 point
  4. Yes, this part is fixed. I am guessing that to make this physically realistic the ambient rim \ fresnel color would need lighting data from the scene ( probes ) rather than using a hard coded value and would also need to be better modulated by specular \ roughness. Good enough for my own tinkering though.
    1 point
  5. The problem solved? (Other than how to "make it look cooler" - I prefer to deal in school physics formulas)
    1 point
  6. I agree with @VanishedOnethat making cameras vulnerable to water arrows should not be the default behaviour. If a mapper really wants the player to be able to temporally "disable" the camera, he could simple place a torch where the player uses the water arrow on and that gets relit by ai or an electric light and a light switch. Cameras are already relative limited in a sense that they can't move and are often restricted in their fov. So their should be some advantage compared to guards that outweight that. Otherwise mappers may only use those things due to aesthethics, which would be a wa
    1 point
  7. Ah, it was missing a material for the defaultPointLight, so the projection was essentially black and so maybe the lights were working all along. Thanks!
    1 point
  8. Youtube suggested me this channel a while ago. Really cool stuff the dude is doing. The annotations are in german, but he only writes what he currently does or what material he is using. For me watching him doing what he is doing and the final result is much more interesting, though.
    1 point
  9. v 0.28 hacked around u_cubic issue All light needs attenuation.. so the issues were... 1) the AOcolor I added as a final light amount to keep AO from being pitch black (if NdotL = 0, etc) needed to get impacted by attenuation. 2) params[var_DrawId] colors (diffuse & ambientrimcolor) were needing attenuation, too. The vec3 lightcolor wasn't enough to attenuate diffuse for these cubic lights, and ambientlightcolor wasn't getting any attenuation, since it was sitting outside the branches. Since u_cubic branch was being bypassed, I just pulled its atte
    1 point
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