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Dram

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Posts posted by Dram

  1. From experience it is almost always better to start off with the indoors sections first. Outdoor sections with moon light etc will run worse then indoor sections, understandably. Therefore, it is better to make the indoor sections first, and then you can mediate how performance intensive the exterior is, and how much is accessible to the player etc.

  2. Yeah, that depth of field effect is nice.

     

    I have to say that the effect would be very useful in cutscenes, but maybe not so much in normal sneaking, apart from maybe when the player focuses on loot on the table etc.

     

    It'd be interesting to give it a try.

  3. That's not necessary...Fidcal already set the values to work according to real time. The only thing we need is the part that tells the hands where to start.

     

    Presuming that is for the texture hands version, then you only need to add the + (parm7 * 0.008333) to the end of the rotate function. That will mean that adding +1 to parm7 would add one hour (or 5 minutes etc).

  4. To explain, the example I gave above was for the hour hand, where if you put a value of 3 into shaderparm7 then it would start at 3 o'clock.

     

    0.0083333 is:

     

    360 degrees over 12 hours || 30 degrees per hour || 0.5 degrees per minute || 0.00833333333333333 degrees per second

     

    Since the rotate function is done per second, then you use 0.00833333, but for some reason it doesn't work right when put there like that, so I did 8.3 * (time * 0.0001) to compensate.

  5. Yes, so you can have one clock set to show 8 while the other 10 etc, as long as that shaderParm (be it whichever number you choose to use in the material file) is set on the entity which uses the material. The shaderParm you set on the entity itself.

     

    You could also set up a third shaderParm which controls the scale of time passing (for weird missions), so you could have it show time passing at faster then life rates etc etc etc.

  6. So shaderParm7 is just some universal variable? What does it default to?

     

    It is a shader parameter that can be set in scripts, on entities etc, and thus used to affect the materials of that particular entity. On the other hand you have global shader parameters, which are adjusted globally and affect all materials using the globalparms. For example the texture ambient method uses this. Our colored lamps use shaderParm 0, 1 and 2 for color. ShaderParm7 is nothing special, I just chose 7 because I use it for the particle leaves.

     

    ShaderParm7 defaults to 0.

  7. How is that done?

     

    Looking into the TDM folders I see the clock animation is done via model, rather then material. If it were done via material, then you could add the following to make it turn over the set period of time:

     

    textures/darkmod/tessssting
    {
       noSelfShadow
       noShadows
       twosided
    
       // Hour hand
       {
           blend diffusemap
           map models/md5/props/gfclock/gfclock_d
           clamp
           rotate (8.333 * (time * 0.0001)) + (Parm7 * 0.00833)
       }
    }
    

     

    Set shaderParm7 on the entity that uses the texture equal to the hours that it should start at.

     

    Of course this would require tweaking, but it is possible.

  8. If the texture is round, then you can do the time via shaderparms.

     

    The back layer would be a simple background (white with numbers), then on that would be a minute hand layer, and then an hour hand layer. These could be adjusted to automatically spin over a set period of time constantly (so for the hour hand it would rotate 0.00833 degrees per second, equaling 360 degrees over twelve hours.

     

    The default rotation offset would be tweaked via shaderparm, which would specify the hour and minute.

     

    Just needs for the minute hand and hour hand to be separate images, as well as the background.

     

    I don't think a second hand would be necessary (afaik most grandfather clocks don't have minute hands?).

     

    Would be awesome to return to a room and find the time really does change.

  9. Nice :)

     

    I accidentally opened the bottom image first and thought "I don't know what NH and Spring are talking about", but now I can see a big difference between your original image and the bottom one.

     

    It looks MUCH better. I assume it is not normal-mapped yet so that goes without saying, but the rest of the model looks really good. The head looks really good, shape and features-wise, again a normal would make it perfect. I can't really fault the face in anatomy so that's good.

     

    The body. Looks MUCH better then the prior one. The chest plate could be slightly scaled down imo though that may be an illusion due to the red cloth covering half of it, increasing apparent size. The legs look really good, only comment is the small dark square on the right hand side of the image (below the left knee), is that a shading stuff up or is it a sharp Doom 3 shadow? The bottom part of the chest plate (covering the quadriceps) looks really good.

     

    In all a huge improvement. What does the back look like btw?

  10. Gah...

     

    Stressed lately. After I set up my website I sent job applications, received a reply and must now create an example map in their editor. In an ideal situation I will be hired and will finally have a foothold in the games industry, therefore I must really make an impression.

     

    This means I have no time for anything else until I finish the example map. Should take a week or so. After that I will gladly jump back into TDM again. I've really been feeling all over lately, and quite de-motivated, until now after the reply. I hope you understand.

     

    As for the thug model, I've got him somewhere on my laptop, but haven't made all that much progress unfortunately :(

     

    I know I've disappointed a few times now, but I truly don't intend to, it is just that I'm at the turning point in my life where I must find a proper job and find it hard to concentrate properly gah...

  11. Hot damn that's a lot of trees. I swear we really need a way of quickly covering an area with trees.

     

    The in-game shots look damn sweet :)

     

    Only comment would be the patches - the breaks in between them are a little strange, though I suppose from ground-level you wouldn't notice them, so it shouldn't be a problem.

  12. If you are referring to a crack or a so-called "no-cd patch" then that is something we cannot help you with.

     

    Don't take it personally btw, it is just that we do not want TDM to be closed down because of cracks and warez, as it were. I'm sure you understand ;)

  13. I loved that little graphic of the cathedral that was getting kicked down the steps when talking about how the mission layout went to hell in T:DS.

     

    I'm glad I'm not the only one who thought T2 was the best of the 3. I love TDP of course, but TMA was just too much fun.

     

    Couldn't agree more. I just loved the steampunk architecture in T2, as well as the robots etc

  14. I did partially. I have done some rigging on the thug model, though I've been slowed down totally from doing anything atm due to getting my portfolio to a presentable state. I should have the portfolio done soon (within half a week) and will finally get back to Dark Mod stuff.

     

    Sorry I didn't let you know earlier, but the reason I put the rigging on the back burner was because I had to get more level editing done for the portfolio, that and also I slightly lost motivation rigging when I got both legs and hips done and 3DS Max crashed...and I forgot to save. Now I still have the feet and lower legs done.

     

    Again, sorry Spring, I should have let you know sooner, I was just quite side-tracked.

  15. Well we definitely can't use the ones with the stolen model in our official release ;)

     

    I can look into setting up the def file for the horse. If it has a non-crashing but otherwise somehow screwed up ragdoll in TDM 1.0, that's probably fine.

     

    Well I know that of course. I mentioned right from the start that it has to be changed.

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