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Fingernail

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Everything posted by Fingernail

  1. Breathe in. textures/Darkmod/Objects/Windows/windowpane/Windowpane { noSelfShadow noshadows twosided translucent glass forceoverlays //sort decal qer_editorimage Textures/custom/Winyel1_d.tga { Program heatHazewithmaskandvertex.vfp vertexParm 0 time * 0 , time * 0 // texture scrolling vertexParm 1 .5 // magnitude of the distortion fragmentProgram heatHazewithmaskandvertex.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 fragmentMap 2 textures/glass/4x4 } { maskcolor map makealpha(textures/glass/glass1) } { blend gl_dst_alpha, gl_one maskalpha cubemap env/gen2 red Parm0 green Parm1 blue Parm2 texgen reflect vertexcolor } { blend filter map Textures/custom/Winyel1_d.tga } { blend diffusemap map Textures/custom/alpha1.tga alphatest .1 } } The bit with the actual fragment shader parsed is this line: Program heatHazewithmaskandvertex.vfp But try the whole thing. The rest is a mish-mash of trying to get the alpha transparency to work properly. It's probably more complicated than needs be.
  2. Alright, I'll dig out the relevant code.
  3. Ernest Murphy: what a brilliant town watch he'll make! Less sure about his servant voice.
  4. He has registered; email him to poke him and ask if he's still on board.
  5. Not finished uploading, I know. But first off, I like Jen Campbell. Good style, very similar to original Thief.
  6. I love it! Yes, let's get on a mockup of our city street! BT's new textures should be great. Renz, you up to it?
  7. although the text wrapping shouldn't really matter. So, who's up for parallax mapping? We could do it in a better way than the parallax mod, by using a separate heightmap image (does however bump up to 4 tgas per texture which uses it), instead of the blue channel of the normalmap method, which is unrealistic and dodgy. Could look quite good on bricks and cobbles especially.
  8. This is what Oddity was planning with the Builder Priest. Haven't seen any results of that though. Of course, ZBrush is an amazing program. Go wild with detail!
  9. Right. So we'll leave it to Pak for now. Shame, because I liked what you did with that concept. Maybe someone else can pick it up.
  10. GAH....why haven't you finished THIS one?
  11. UV Maps. But we cleared this up in IRC.
  12. I agree. Priority is getting some 3D content into the game, so at least we know how that works. Is this really the right forum, though?
  13. There should be two model files, three texture files and some definition code (like the material definitions, but for models) that goes in a central def file, for each model. It would be best to have a folder for each model, or zip file.
  14. sound shaders, my dear friend Pak, are basically like material shaders in that they tell the engine how to mix the sounds with other sounds and which sounds to play. So you could have a sound shader which is called, but actually references several sound files, and randomly plays one each time, for instance.
  15. No reason why a simple, generic cube environment map could be applied to the material. But it would reflect the same in any location. Still would look pretty cool, though.
  16. Haven't you modelled anything in the past? Surely you can make some screenshots or samples?
  17. SH, Upload the city background please, for pakmannen. We want him to develop an alternative design (some members want more steampunk/mysterious). But don't change your own design.
  18. Make the texture 1024x1024 for now, alan. We can scale down afterwards if that's too much a performance hit.
  19. Actually, there is another one which goes with it. Smudge needs fixing (you'll see).
  20. http://208.49.149.118/TheDarkMod/Textures/...raltile01_d.tga http://208.49.149.118/TheDarkMod/Textures/...raltile01_s.tga http://208.49.149.118/TheDarkMod/Textures/...ile01_local.tga Paste these lines to your custom.mtr to see it: textures/Dark_Mod/Mansion/Floor/Tile/Mansion_Floor_floraltile01 { qer_editorimage Textures/Dark_Mod/Mansion/Floor/Tile/Mansion_Floor_floraltile01_d.tga diffusemap Textures/Dark_Mod/Mansion/Floor/Tile/Mansion_Floor_floraltile01_d.tga specularmap Textures/Dark_Mod/Mansion/Floor/Tile/Mansion_Floor_floraltile01_s.tga bumpmap Textures/Dark_Mod/Mansion/Floor/Tile/Mansion_Floor_floraltile01_local.tga }
  21. I love the menu concept. This may also be a bit gamey for sparhawk, but howabout the ring rotates (possibly with the hands of the clock) as you glide your mouse over the options?
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