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Arcturus

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Everything posted by Arcturus

  1. { blend parallaxmap map textures/test_parallax/blocks_mixedsize02_multicolour_height min -0.05 max 0.05 * sintable[time*0.5] }
  2. I put it on a test_liquid.liquid model from the liquidmodel test map: What it looks like without scrolling:
  3. If you change translation, rotation and scale at different rates it will make looping less obvious. I'm not aware of any random number generator / procedural noise that you could plug in into materials but you can make arbitrarily big table of numbers and use that. I guess you could also multiply / mix different tables. I'm also using rather simple texture generated in GIMP. You can add more variation. One more thing that one can do is animating the strength of parallax occlusion mapping effect. For example: blend parallaxmap map textures\darkmod\cloth_folds_disp min -0.05 max 0.05 * sinTable[time * 0.1] Could be useful. I don't think you can animate strength of bump maps the same way, unfortunately.
  4. You can mix two different bumpmaps (scrolling and static) using vertex colors. Here's attached to a pendulum: It should look even better on animated models (md3, md5), except those don't support vertex colors, so no bumpmap mixing there. With vertex colors you can also have two sets of bumpmap + occlusion mapping animated independently, moving in different directions, at different rates and with different scale. Could be useful for water surfaces as an alternative to the stop motion method.
  5. With parallax occlusion mapping you can have even more convincing effect using one material, without the need for a second mesh / face with "heathaze" material. One issue is that a moving normalmap that has some kind of repeating cloth pattern doesn't look quite right. If normalmap is set to only have the high frequency cloth pattern, and only displacement map (folds) is moving: You could fake the shadows by using ambient occlusion map, which could essentially be the same to similar to the displacement map. But the effect will not be as convincing as proper animated normalmap with folds.
  6. Them rotating chaotically is some quirk of the path-finding system.
  7. The moment they start running they turn into lemmings. You would have to make new walk animation for climbing with minimal forward motion. You can't make it too slow or they refuse to climb. In this example steps are 0.5 wide.
  8. The reason why NPC falls down when knocked out is because I used monster_clip texture on the elevator. It blocks alive NPCs but the moment they become rag dolls they fall through. However when you make an elevator out of monster_clip only, there's a weird glitch that I haven't noticed before: It can be mitigated however by using monster_clip and ik_clip together. Here a func_static with textures/common/ik_clip is bound to the elevator which has monster_clip. That way there are no weird glitches when NPC gets lifted, and when it gets knocked out it's no longer supported by the elevator. ik_clip blocks the player too unfortunately. Player can walk on it, but is prevented from jumping.
  9. The song was based on a short sample from:
  10. Elevators can be made quite narrow. I replaced main idle animation. There are several issues to tackle with with this approach. NPCs feel strong urge to turn while they are on the lift, one would have to force them to always face the same way. Force them to play only one selected animation while they are on the lift. Somehow solve the issue of calling and waiting for the elevator.
  11. I installed "Exhumed" and couldn't get the revenant to climb on the roof. There doesn't seem to be anything special about that ladder.
  12. Reminds me of this mechanic from the cancelled Half-Life 2 expansion.
  13. @Bikerdude There's a lot of missions I haven't played but I don't remember this ever being implemented. Animations aren't the biggest problem, I think.
  14. "path_anim" has those two properties: blend_in blend_out "path_cycleanim" has by default blend_in property. In both cases they don't seem to be doing anything. By changing values in tdm_ai_base.script one can change transitions from e.g. walk to run, but is there a way to control transitions between idle animations at all?
  15. @SeriousToni I remember, I remember. You might have given me an idea...
  16. @ERH+ That would be this?
  17. @chakkman In Polish noble guy says that it's too quiet so he should summon the minister.
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