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Arcturus

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Everything posted by Arcturus

  1. I will probably need to add some sort of scarf to hide the neck seam. There is one fat "inventor". A smaller character would probably need additional work like setting up AF.
  2. You just need to shift the texture a bit to line it up. It's done this way because of the power of 2 requirement and I didn't want to stretch the images. Same with my other runner. I only made the original red ones, other color variations were done by @Bikerdude, I believe?
  3. Couple of years ago I started making a character with Darkmod in mind. Then I abandoned it, then returned to it last year. Link to low poly version on Sketchfab Since it has the right proportions for Darkmod rig I might as well port it into the game. I already did the "skinning" part: There are couple of kinks that need to be worked out. First of all at the moment the mesh is in one piece. However, the main rig has only the "head" bone, no bones for the eyes and mouth. For the most part heads in Dark Mod are separate and have a separate rig with eyes and mouth bones. Zombies don't use the head rig, and so it seems they don't have facial animation. If both rigs were connected in some well defined way one could attach the head precisely. But from what I see, in the game the head rig's origin is in arbitrary places:
  4. Did you turn 64bit color on when you took those screenshots?
  5. I found this thread randomly in "online users list". A lot of interesting old topics that I haven't seen are dug up by - presumably - bots. Do I get it right? Somebody was selling models from the "grass demo" map on CGTrader? They aren't even that good, lol
  6. https://www.metahuman.com/en-US/license Meta human characters are free to use outside of Unreal engine - as long as you make less than 1 million $.
  7. I don't think Dark Mod was ever tied to a look of a specific time period. It was always a mishmash of all of the styles - from middle ages to modernity. Not unlike Thief. Especially Thief 2 was the most eclectic part in the series. It had everything from middle ages to renaissance to 19th and 20th century, which added to the bizarre atmosphere of the game. 19th century architecture in Europe was itself inspired by older styles.
  8. That's just speed. You can have different value for each channel for example. red 6 * convexFade [ time * .7 ] green 4 * convexFade [ time * .3 ] blue 5 * convexFade [ time * .1 ]
  9. @datiswous It's strength. Different values for each RGB channel will change the hue. You can probably add those Parm parameters too, I'm guessing for additional control in Radiant (?). I don't know how they work.
  10. https://github.com/WhoStoleMyCoffee/raytraced-audio
  11. @Bikerdude Use a table that never goes to zero. Another file that has tables defined is lights.mtr
  12. Here's with a different table. I modified convexFade table defined in tdm_tables.mtr file: Both window and light materials use this table: textures/darkmod/window/wooden_frame01/wooden_frame01_lit { glass noselfshadow qer_editorimage textures/darkmod/window/wooden_frame01_lit_ed diffusemap textures/darkmod/window/wooden_frame01_base bumpmap textures/darkmod/window/wooden_frame01_local specularmap textures/darkmod/window/wooden_frame01_s { blend add map textures/darkmod/window/wooden_frame01_lit_overlay red 6 * convexFade [ time * .1 ] green 4 * convexFade [ time * .1 ] blue 5 * convexFade [ time * .1 ] } } lights/biground1_convexFade { { forceHighQuality map lights/biground1.tga red ( convexFade [Parm4 + (time * (.1 * Parm3)) ]) * Parm0 green ( convexFade [Parm4 + (time * (.1 * Parm3)) ]) * Parm1 blue ( convexFade [Parm4 + (time * (.1 * Parm3)) ]) * Parm2 zeroclamp } } I put two lights in front of the window:
  13. Multiple carpet textures were upscaled and uploaded to the repository with _HD suffix by @AluminumHaste, including two runners that I made. I think they look good. The original textures are still there. Original door texture metalbands_crisscross01 is 256x512px. Here's a version upscaled with Stable Diffusion: https://i.imgur.com/gc6031g.png
  14. You would need do adjust assets (lights, particles, lit textures), otherwise there's no point. Besides, people don't even grasp the concept. It should be left to advanced mappers as an option.
  15. I said animations suck, not AI. When compared to Thief games, not the standards of today. AI is flawed too, but that's not my field.
  16. I know. This thread has links to blender .md5 exporter as well as Blender rigs for Darkmod NPCs: I have not managed to retarget any stock animations to it. Original rig was indeed done in Maya, it must be laying somewhere. And yes, most animations suck, including some of my earlier ones.
  17. There's a 2048x2048 px uncompressed copy in trunk\tga_backup\textures\darkmod\stone\cobblestones Edit: I added 5000x5000px psd file if someone's interested (it has lower contrast than the final version).
  18. You can do something like this: I would argue parallax effect doesn't look that terrible on round corners anyway:
  19. @stgatilov I uploaded test/tonemap.map and test_tonemap.mtr
  20. Works nicely. It doesn't desaturate primary colors (like AgX does) but one could argue that's an advanced feature. Interestingly, Filmic tonemapper used in Unreal as I understand is based on ACES - standard established by American Film Academy: https://dev.epicgames.com/documentation/en-us/unreal-engine/color-grading-and-the-filmic-tonemapper-in-unreal-engine Troy Sobotka (a film industry veteran himself) was very critical of ACES. And I don't think it's just a crazy person's talk cause from what I've seen in discussions around web many agree with him. Just because something is le industry standard, doesn't necessarily mean it's absolutely best.
  21. The key to make metals using specularmaps only, without relying on cubemaps, is to increase specular to diffuse ratio. diffusemap: specularmap: and also making the specularmap colored (in case of colored metals). This is more convincing on bumpy surfaces that don't require mirror reflections. With a different normalmap: With a cubemap:
  22. Armor material has a heightmap that adds random noise that I should've deleted completely, it doesn't really match the mirror polish.
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