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Everything posted by Arcturus
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question Why name in material needs to include path to texture
Arcturus replied to datiswous's topic in TDM Editors Guild
It's just a convention. It can cause trouble when the name is so long it doesn't fit inside Blender's character limit. But material names can be whatever, except they should be original so they don't conflict with each other. -
Skin file has reference to a material, so you can make a new version of the material with e.g. "scale 2,2" or "centerscale 2,2" added and use it in the skin file.
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And here's a Belgian remix from 1988:
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My map crashed couple of times, so I think it might make the game unstable somehow.
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@Wellingtoncrab Unlike for example md3 animation that has a fixed number of frames that loop forever, here the surface is generated dynamically by random "drops".
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@Wellingtoncrab This post from @stgatilov explains it. Density set to 1 means there's no damping.
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Cubemap is not really moving, the normalmap is. I guess changes in surface normals create that illusion. The banner is swaying back and forth too. The .liquid model has real waves which affects reflections: With normalmap: Plus deform_turbulent: @Wellingtoncrab In my example I use these values:
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Npc's that can climb: up and down ladders (to start with)
Arcturus replied to Bikerdude's topic in The Dark Mod
Both approaches would probably require additional coding to make them work. -
Water shader. Fog light for depth + reflective surface + scrolling textures + "sparkles" cubemap. This "liquid" func type for animated water surfaces is still experimental or are people using iit? Edit: Unfortunately textures/sfx/vp3 material from tdm_sfx_legacy.mtr used for heathaze conflicts with the water, which is a shame. Texture was made in Material Maker
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Npc's that can climb: up and down ladders (to start with)
Arcturus replied to Bikerdude's topic in The Dark Mod
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{ blend parallaxmap map textures/test_parallax/blocks_mixedsize02_multicolour_height min -0.05 max 0.05 * sintable[time*0.5] }
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I put it on a test_liquid.liquid model from the liquidmodel test map: What it looks like without scrolling:
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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.
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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.
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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.
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Npc's that can climb: up and down ladders (to start with)
Arcturus replied to Bikerdude's topic in The Dark Mod
Them rotating chaotically is some quirk of the path-finding system. -
Npc's that can climb: up and down ladders (to start with)
Arcturus replied to Bikerdude's topic in The Dark Mod
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. -
Npc's that can climb: up and down ladders (to start with)
Arcturus replied to Bikerdude's topic in The Dark Mod
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. -
The song was based on a short sample from: