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Everything posted by Arcturus
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https://gamefromscratch.com/anvil-level-design-tool-trenchbroom-for-blender/
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If you're asking about those Cranberries videos, that's just part of the footage shot on film for those music videos in the 90's, that has been digitized recently. From Youtube:
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Looks like it's running in low resolution.
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NPCs tracking player with their heads and torso - procedural animation
Arcturus replied to Arcturus's topic in The Dark Mod
Back to the previous version. Added checks for unconscious and asleep NPCs. https://www.youtube.com/watch?v=B677bxy98cc tdm_ai_head_tracking_humanoid.script- 3 replies
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- procedural
- animation
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You mean this issue? I still see animation restarting at each loop and idle anims playing too often... I uploaded test/turn.map to the repository.
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@Bikerdude When it's so dense I don't think it matters if each blade is rendered on both sides. Players won't notice. I used patches, but you can make a simpler model with less triangles in blender. The idea was to use pendulum with different phase offset for each patch, and then additionally rotate each clump of patches randomly for more variety. It should be more performant than using skeletal animation. What I haven't checked yet is .md3 animation file. Theoretically you could do a quite realistic foliage animation but I expect the performance to be poor.
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It says -68 MB There's no "twosided" in the material I used. I just checked and I see shadows with or without it
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@Bikerdude The negative image size?
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Horse has three speed modes: walk, trot and run (gallop). Trot is currently only used in "ridable" horses. Normal horse goes from slow walk to gallop when scared. In this video I increased turn rate from 40 to 80 and swapped gallop with trot animation.
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@Bikerdude Check out this grass made with func_pendulum and animated texture (see attachment). You'll need this material: Files: 2026.05.09_grass Map file: grass_pendulum.zip Edit: I added padding (dilated / extended color pixels of the grass texture), while leaving alpha as it was - because "deform turbulent" only animates alpha channel. This still doesn't look correct, but mitigates the issue. I used patches, which makes the map size bloated, I guess. Using .ase or .lwo would probably be better.
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NPCs tracking player with their heads and torso - procedural animation
Arcturus replied to Arcturus's topic in The Dark Mod
This version was made using built in "look at" code. , tdm_ai_head_tracking_humanoid.script- 3 replies
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i guess it didn't have anything to do with v-sync after all.
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I mentioned that using animated 'max' value crashed the game. I decided to make a bug report. I think it's tied to uncap FPS and vertical sync being on. I also think it doesn't happen when there's only ambientlightinfo light in the scene. Bugtracker: https://bugs.thedarkmod.com/view.php?id=6715
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I am for anything that will make frob highlighting prettier. At the moment it does make everything look flat. Personally I would also add some ease-out, just couple of frames.
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@Bikerdude I was impressed by their tree technology. Not only they can render individual pine needles, but they say they have hundreds of trees in the scene each animated with bones.
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NPCs tracking player with their heads and torso - procedural animation
Arcturus replied to Arcturus's topic in The Dark Mod
- 3 replies
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- 3
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- procedural
- animation
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(and 2 more)
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Apparently there is some evidence that initially shadow detection was planned for Thief Deadly Shadows.
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Probably because default lights (torches, player's lantern) skew towards green.