Jump to content
The Dark Mod Forums

Arcturus

Development Role
  • Posts

    2229
  • Joined

  • Last visited

  • Days Won

    117

Everything posted by Arcturus

  1. 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.
  2. 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.
  3. 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.
  4. 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).
  5. You can do something like this: I would argue parallax effect doesn't look that terrible on round corners anyway:
  6. @stgatilov I uploaded test/tonemap.map and test_tonemap.mtr
  7. 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.
  8. 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:
  9. Armor material has a heightmap that adds random noise that I should've deleted completely, it doesn't really match the mirror polish.
  10. It's in the repository.
  11. Same material with increasingly blurrier cubemaps. At the end it's pure white color.
  12. Sorry, that's elite city watch.
  13. This is original concept art, just as a fun fact. You guys clearly have different vision than I do so I'm not going to continue updating any assets.
  14. The old one looks like this: What I'm going for is this: The latter is more appropriate for the "elite" armor. Does this look like glass too?
  15. Elite merc is one of the better looking NPCs in the game, but I think we can improve couple of things. New material looks like this: I modified the specularmap slightly. Since he has a sword i updated that too: The handle and blade use different cubemaps. There's no reason why elite guards shouldn't have polished shoes. Although the uv mapping on those is atrocious so don't look too closely. That's why the fronts of the soles are too shiny. Importing and fixing the .md5 mesh in Blender is practically impossible because of this issue: Not that I want to get into that. I think the excessive shininess of soles can be mitigated by creating a separate specularmap, as the boots and armor are in separate materials.
  16. Out of the box it makes the image darker, so I increased brightness in settings: Original .glsl for comparison: AgX:
  17. In reality reflection changes based on an angle. But when reflection is uniform like here, then that suggests heavy scattering of light due to some tiny fibers or dust. Not all materials necessarily need to be super realistic, it's more important that picture is pretty to look at.
  18. I believe mirrors have been rewritten completely at some point. As I mentioned this material doesn't interact with lights so it has very limited use cases.
  19. It looks bad with or without the bloom, as you can see in my last video. With bloom set to half it looks only slightly less bad than with bloom set to max — but still bad. Yes, there's no consistency to anything in darkmod because it was made by a bunch of amateurs. What's your point exactly? That nothing should be changed until the game is completely refactored to meet some nebulous standards of physical and mathematical correctness? Because I was told that is never going to happen (and I agree). So at the very least we can make the game look slightly less bad for now.
  20. I think I'm gonna slowly start updating characters and props, but it's going to take time.
  21. @peter_spy As I mentioned before in the videos I put bloom on maximum.
  22. Ok, maybe low res reflection itself didn't look so nice, but when paired with heathaze effect it looked nice. This one uses the heatHazeWithMaskAndBlur.vfp (in this case the stronger version that I made). Unfortunately it doesn't react to light at all. It's also very buggy.
  23. r_bloom_weight is set to "0.7" both in my 2.12 installation and in main repository. I never touched those values which means the default must be 0.7. Troy Sobotka is the original creator of AgX. He was active on Blender forums where he had long philosophical arguments about color with people. Also on Blender developer forums. I don't know if there's much more beyond those and his github page: https://github.com/sobotka Edit @stgatilov AgX however is a direct continuation of Sobotka's earlier 'Filmic', so there may be more about that: https://github.com/sobotka/filmic-blender https://blender.stackexchange.com/questions/164991/are-the-technical-details-of-filmic-available
  24. With these settings it looks closer to what's currently in darkmod while also fixing the problem of garish highlights: slope = vec3(1.15); power = vec3(1.3, 1.3, 1.3); sat = 1.1;
×
×
  • Create New...