Jump to content
The Dark Mod Forums

Tels

Member
  • Posts

    14984
  • Joined

  • Last visited

  • Days Won

    23

Everything posted by Tels

  1. Tels

    Textures

    Please also note that any texture that combines wood and mortar does currently not work properly as there can be only one material assigned to such a texture. So if you assign "cement", the Thief can't hit the wood with a rope-arrow, if you assign wood, he can also shoot the rope arrow into the mortar. Plus, you can't change withdt, color etc of the wood bars, so all walls will look much alike. And since adding a few triangles to properly make wood bars isn't going to kill performance (in comparisation to an AI walking past that wall , these "combinational" textures probably shouldn't be done, except maybe for things that are unreachable for the player (e.g. distant buildings). But don't let me discourage you
  2. DECAL_MACRO it was - couldn't remember the name, so I used the universal placeholder: http://en.wikipedia.org/wiki/Foo Hm, do we have control over the parser? Defining our own macros would be a really good way to cut down on that horrible copy&paste and making it easier changing f.i. all definitions of "frob" etc. If we can't do this, we could still build a preparser for materials. (I am toying around building a parser for some special stuff, anyway).
  3. OK. I won't bother to bring up old topics anymore.
  4. Of course I am asking about commiting it. Why would I make changes only on my end, then nobody would benefit from them. I wouldn't have brought the issue up if I didn't think it was a positive change
  5. I agree that the "wet" effect needs to be tweaked, as it looks just a bit more shiny to me. However, this is just some different shader for every material, so it can be done. Being able to tweak it manually/scriptually is cool Just a few general questions, tho: * Is there a list of shaderparms and what they do? AFAIK we only have 15, so we will run out them. the wiki doesn't list them yet. * in some material by angua I saw "FOO_MACRO". So I guess we can declare macros in materials, that wouldbe MUCH better f.i. for all the frob code that gets now pasted into every material. Likewise, I think defining macros for WET_WOOD, WET_CLOTH etc. would be usefull. However, I don't know how and where to define these macros.
  6. Btw, I still want the rope arrow to go into flesh. The point about the flesh not supporting it is a bit moot IMHO because the current crates wouldn't support the player either unless the crate is filled with either instant-glue or something solid like wood. And even if the cratewall or whatever you shoot the arrow into supports the player, there is still the issue of the arrow itself - it must be made from some REAL strong wood or steel So, you already have to suspense your belief a bit for rope arrows, anyway, so I think making them stick into flesh adds a new "oh cool" factor and more variety to the game - and I bet nobody will complain that it is unrealistic once they dragged the first zombie down from a ledge :-P (in my case, I was actually trying to drag down a corpse as I couldn't grab and move him over some tiny wooden beam at the edge, so I thought maybe I just stick a rope in him and hang on...and then wondered why I keept "missing" him Should I try to add "flesh" (and cloth?) as active surface for rope arrows so we can toy around with it?
  7. Gosh, I just figured the are magic anyway, because there is no way the player can have with him all that rope :-P No, you either have prefabs, or in-editor support for tagging any surface with additional info. Doing that manual would be ..insane But it would be a lot of work, thats true.
  8. I was more talking about dead AI as in dead-bodies. As for "pulling out" the arrow, there are these things: http://de.wikipedia.org/wiki/Widerhaken God, people in the stone age knew about them, how came humankind forgot so easily? Couldn't you make the rug be a func_static and then set some property? I am imaging this maybe too simple Ah yes, I see that again I come way too late to the discussion and bring up stuff that has already been debated
  9. Since there is a lot of wood in the TDM world, I think it would be worthwhile. (other problems non-withstanding) As for your other points, that was what I wanted to ask next As for the rope arrow: it says "active surface" "wood", I would like to change that to include "flesh" so you can shoot the arrow into bodies. It probably should also include "cloth", but I am not sure what happens if you shoot a rope arrow into a banner. Plus, I think it should be possible to set the arrow-reacts-to-material type in the editor, and the arrow should react to this if set, instead of the normal material. This way a rug is always set to "rug" for material (footstep sounds etc), but can be set as "underneath: wood" for a rug on wood floor, and "underneath: tiles" for a rug on tiles. And the arrows would then correctly either stick in, or break. Right now you can shoot an arrow into a razor thin rug on tiles and it sticks out. (Alternatively, the engine could figure outhow "thick" the material is that is hit by the arrow (in the direction of the flight of the arrow) and check what's underneath - but this will not work if whatever surface is underneath is not rendered at all like if the rug isn't a decal, but just part of the floor. The same dual-material definition would also solve the AI problem (cloth over chain mail vs cloth over flesh) you described.
  10. No, not that rude, I just realized I wasted again the time of people by bringing up something that was debated to death a few times already About the note: I was about to suggest you do while remarking of "it's probably already in there and I didn't read it"
  11. Or my eyes were screwed in the wrong way? Sorry for doubting you
  12. Cool and thanx! The texture in question (the original) is 2600x2600 pixel. I also have a "hires" version of 2048x2048 pixel and a "lowres" of 1024x1024. I guess it makes sense to paint on the highest version, and then downscale stuff? Tell me how you want the pictures, I upload them to my server and tell you were to download them (I can't check them into the TDM hires repo since I can't even check that one out
  13. Welcome, sotha! If you have any questions, just ask them Edit: TDM related questions. We only answer other questions every other Tuesday.
  14. Please be gentle to my server (pair.com's pipes are big, but my pockets not deep :-D
  15. Maybe we can add a new material definition called "hardwood". It would be just inherit from wood, and the only difference would be: * certain materials get tagged with it * arrows push in less into hardwood How feasible is adding a new material (which is just a 99% clone of an already existing material, so it doesn't need new sounds etc)
  16. Nevermind me *goes hiding in a corner*
  17. by the time somebody would have modifed it, I only managed to find the definition *sigh* "push_in" "4" "push_in_cardboard" "10" "push_in_sand" "10" "push_in_snow" "18" "push_in_straw" "10" "push_in_flesh" "10" "push_in_mud" "24" "push_in_grass" "18" "push_in_dirt" "18" "push_in_twigs" "18" "snd_active" "arrow_broadhead_wood" // Everything sounds like wood "snd_active_flesh" "arrow_broadhead_flesh" // ...except for flesh (But also notice that everything sounds like wood, or flesh. Hm.) I have no idea what the values should be, tho, probably needs experimenting in game. Shooting an arrow into snow looks ok to me, so it seems the only "problematic" case seems to be wood. Now, with hardened oak, you might get that little push in, but if you shoot a crate, one would expect the arrow to go actually through the wood. However, we only have one "wood" material and no way to specify a difference between a hardened oak table plate, and a small plywood crate wall.
  18. Uhm, is it just me or is the normal map reversed? the left one (without) has the stones sticking out, the right one looks like all the "stones" are actually depressions: http://forums.thedarkmod.com/index.php?act=a...ost&id=1492 I notice a similiar effect on "sloppy_bricks_red" or something, where the mortar actually sticks out and the bricks are depressed. That should be the other way, as mortar sticking out would be the first thing that gets broken off and weathered down by the elements. (unless the wall was made 2 weeks ago with plenty of mortar quelling out between the bricks
  19. So, erm, is someone to actually go and modify the AI, the arrow or whatever is nec. to make it stick in more in straw/flesh/cloth? (Just asking In related news, I tried shooting rope arrows into a dead body (he died by accident, I swear!) but the rope arrow just broke regardless of where it hit the body. I think the rope arrow should actually stick, just like if you hit a crate or a sack of flour And another thing that I noticed is that the rope on the rope arrow only looks good if you shoot the rope arrow overhead. If you hit something straigh on or shoot down (like into a body , the rope "floats" a bit away from the arrow. Is this supposed to be that way?
  20. That doesn't really work, as the only normal filter I have in Gimp take sthe RGB value as the height - e.g. lighter areas get higher and darker areas get lower. However, the rims between the stones should actually be lower, and lighter spots on the stones should still be higher etc. I don't think there is any way except carefully painting a heightmap, then convert this into a normal map. Lotsa work, tho
  21. BTw I reread this old thread from the beginning, and boy, these models look fantastic! *drool*
  22. I know, my version was "greenish" too, but I apparently missed the white spots you had on your version. sorry again. Yes, but there are only so many hours in a given day I intend to do more photograph and textures from them, but well, things go slowly if you have to learn everything first Speaking of that, is someone able to "paint" a hightmap for a rough-stone-wall texture? I made a perfect diffusemap (spent a few hours with Gimp on it , but the automatically generated normal map looks like..all wrong. And painting that height/normal map will take me ages :/
  23. I restored it with revision 3578. Sorry.
  24. Yes, that was on purpose, as I couldn't spot any difference between my green version and the .dds (apart from some very subtle color difference due to the hader params not matching exactly as I just fudged them). I think in this case we should really keep the fungi version, but add a bit more color variations into the diffusemap so it isn't that subtle that everyone overlooks it Cool
×
×
  • Create New...