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Everything posted by Arcturus
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You can take noise map as low as 128 x 128 and repeat it 16 times. { blend bumpmap map textures/test/noise_local scale 16 , 16 } But this model doesn't even have its own unique normalmap baked, so it's not a great example.
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Roughness maps simulate surface detail smaller than what you would normally put in a normalmap. That cross has some noise in normalmap, that's why it looks more rough. You could for example make noise texture and mix it with the normalmap using "addnormals". bumpmap addnormals ( textures/darkmod/metal/flat/gen_smooth_gold01_local_tiling_1d , heightmap( textures/test/noise, 0.1 ) ) But this way resolution is limited by the size of the normalmap. And here's how it looks with 2048x2048 px normalmap that's pure white noise:
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I already mentioned in this thread that new, less busy cubemaps will be needed. I also presented the solution to the masking problem. That's all we've been talking about for the past day. Also there's nothing "exaggerated" about those reflections. Polished gold is a mirror. What is reflected depends on how polished / rough the surface is and where the object is / what surrounds it. In more modern games there are roughness maps, and reflections are changed based on location. What we can do is make maybe two cubemaps, one with sharper one with softer reflections. The color is probably too saturated.
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@peter_spy Works well with r_newFrob With the current frob:
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No, is it an unofficial mod?
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This is the second time when negative blending turns out very useful, but is hindered by the 32 bit mode. So my question is, how important is to still support it? You can get a nice looking glass material. One drawback is that negative blending doesn't work well with current frob effect (in pure darkness). To make it look more like gold, the diffusemap had to modified. ..actually, in this case perhaps it's not impossible to make something that looks ok in 64 bit and looks similar to the old material in 32 bit.
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So, if blending the cubemap with alpha results in an image glowing in the dark, then what will happen if we multiply by negative values: Material: Unfortunately it gives different results in 32 bits: In this example diffusemap is white, yellow color comes from the values in the material. If the star in the diffusemap was a little bit yellow, it wouldn't look as different. Cubemap reflected in priest's belt, 64bit: 32 bit:
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Fan made Monkey Island game in a style of MI3. https://bean-adventure-agency.itch.io/the-booze-of-monkey-island
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I found a hack that looks nice and doesn't glow in the dark... but it works only in 64 bit mode. I was hoping that all existing maps would get automatic visual glow-up out of the box.
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The metal on the priest would have to be dimmer to match the rest of the model. Cubemap with cobblestones may not be the best choice for loot, something less busy would have been better. And depending on the size of the object, higher resolution.
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Something tells me that if we upgrade all of the loot, someone will complain. This skull for example uses generic metal texture textures/darkmod/metal/flat/tiling_1d/gen_smooth_gold01 . I hope nobody used it for anything else than actual gold.
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@Wellingtoncrab blend gl_dst_color, gl_src_color I've seen used in some Darkmod materials, but not necessarily to blend cubemaps. I don't know if it's possible to make a material with a mask that wouldn't glow in the dark. I've seen the maskcolor keyword used in those coins, so I tried to copy it. They are lit a little in complete darkness too. This mask feature would be perfect for lit windows, if it hasn't been used there already, since you can mix normal diffuse shader with lit, glowing one.
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@peter_spy I see that the "env/iron3" cubemap was only just recently added to the repository. So if you don't have it, change it to something else, like "env/gen3". There could be some other difference between latest build and 2.12.
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Having said that, I'm testing on the latest build, not the "retail" version of the mod. Here's the modified tdm_hammer_loot material, for example:
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@peter_spy This version works in 32 bits too. There's only slight difference in appearance between 32/64 bit modes.
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@peter_spy It works in darkness:
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Now that we figured out in a roundabout way that Darkmod can have good looking metal, can we think about improving existing assets? It always bothered me that our thief would steal cheap plastic in stead of gold.
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md5 .md5 format importer / exporter for Blender 3.6
Arcturus replied to Arcturus's topic in Art Assets
@Wellingtoncrab For example priest, thug, proguard seem to load properly: Darkmod doesn't have that many original character models. Most are just variations of other characters. So if a city watch is screwed up, all of it's derivatives are too. But that's not Blender's problem, it's the models themselves. -
md5 .md5 format importer / exporter for Blender 3.6
Arcturus replied to Arcturus's topic in Art Assets
@Wellingtoncrab I imported those models years ago before Blender 2.8. However the importer I use with 3.6 works fine: Darkmod rigging is a mess, that's a separate topic. There's a big caveat to this though. Some of the characters are screwed up in a way that's beyond my comprehension. If you for example go to "Create Entity" menu and choose this builder model: ..it's rendered fine. It works fine in game too, obviously. But if you go to the "Create Model" menu... And that's how it will be imported to Blender. But that's only some character models, not all. I have no idea how this is even possible. -
polished metal Polished metal material using parallax occlusion mapping
Arcturus replied to Arcturus's topic in Art Assets
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polished metal Polished metal material using parallax occlusion mapping
Arcturus replied to Arcturus's topic in Art Assets
I haven't used any material keywords that haven't been used already. -
polished metal Polished metal material using parallax occlusion mapping
Arcturus replied to Arcturus's topic in Art Assets
Of course, it was too good to be true. I made this material by cranking up values, which had the added benefit of the bloom effect. But then I remembered that bloom works only in 64 bit mode. Turns out the material doesn't work in 32 bit mode. Ironically parallax stage from the previous materials works because it doesn't need 64 bit precision. What else doesn't work? The moon in my skybox. -
polished metal Polished metal material using parallax occlusion mapping
Arcturus replied to Arcturus's topic in Art Assets
I haven't seen a good example of a highly polished metal in Darkmod yet. But yes, turns out you can make a good looking shiny metal using cubemaps only. -
polished metal Polished metal material using parallax occlusion mapping
Arcturus replied to Arcturus's topic in Art Assets
Turns out you can cram a cubemap on top of it too. -
polished metal Polished metal material using parallax occlusion mapping
Arcturus replied to Arcturus's topic in Art Assets
Unfortunately in certain light smooth shading is broken. Materials: parallax_gold_fake_reflections.tga Parallax stage uses no texture at all this time, just _white color.