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Everything posted by peter_spy
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FWIW, you can have some unrealistic but otherwise nicely-looking metals in current shading setup
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Speaking of which, did you take a closer look at those screenshots? It's not like the switch to PBR, even with the same legacy materials, left the levels unchanged. They're brighter due to different material response I guess. Second thing is either some generic cubemap fallbacks, or generated env probes for the materials – Robert did the latter in RBD3BFG. This will increase mission package size substantially. This is not just change in the aesthetics, you'd also have to change existing missions.
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This should still be relevant: https://creativecloud.adobe.com/learn/substance-3d-designer/web/the-pbr-guide-part-2
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Texturing has to be redone from scratch, if you want to make anything 'PBR' out of PBR. For starters, diffuse maps are base color textures in PBR, need to use certain range and have no AO information in them. Color range is like 50 to 240. Edit: I see in the sketchfab model inspector, that you brightened the color map there. It looks pretty dark in the screenshots though, and as a final result too. Maybe using other some generic PBR materials would help instead? Working with existing TDM textures seem like a very wobbly foundation for any effort like this.
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IMO switching to PBR doesn't help here; if anything, it only emphasizes how dated the modelling and texturing is.
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In case you want to know how it was implemented back in the old days: I'm not sure if using it this way makes any sense in a mission. You can have a really cool portal players can cross, without warpzones – see what Kingsal did in Volta 2.
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That hits the spot of "short but sweet" for me, great job Kingsal!
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Nothing that can't be resolved with proper doc comments.
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Not sure why you think these are mutually exclusive. Good coding standards strive for clarity as well.
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Btw. Justin Marshall (aka icecoldduke), ex-id engine programmer, started a wiki for OG idtech4/5 engines, and he included a style guide there. Not sure whether this was used at id, but it might be useful. http://doomarchives.com/home/doom3/styleguide
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IMO it's one of these cases again, where you try to solve asset-level problem by making changes on the engine level. What I'm interested the most though: let's say I have custom candle assets / entities in my WIP that work like in Thief 3 (first frob extinguishes candles, second one picks them up). Will these changes break it?
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They are there for a reason though, not just because someone said so. If you want to communicate with people and you work on the code with someone, you need to share some common principles. And while I agree that things like clean code can be a bit extreme at times, I've never seen anyone questioning it super hard; neither stuff like solid principles, for example. Obviously, you can be a rebel if you want to, but you'll probably end up working alone.
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Ah, you're right, it can be more language-specific or even project-specific. We often used setters that returned this, so we could use method chaining, but this isn't a general rule.
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It seems to me like this is ignoring basic naming conventions in programming, stuff I was taught during my first days of work. If a method gets or sets a value of a certain type, it returns that value type. On the similar principle, all methods that return boolean always start with isSomethingSomething, etc.
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IMO it's better to create test maps for such cases, who knows how AAS and monsterclip layout looks like in this mission. Also, it might be a subjective question of how picky you are. I wouldn't mind that guard going in a general direction of where the damage came from; it kinda looks like he assumed the attacker has already changed his position, which is not a bad idea itself
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I'd say "writeFloat" method that returns void is bigger cringe here.
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It's amazing people still make those, and this one is really good. Also, probably the most British point & click adventure game as of late.
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Thank you for sharing this. People need to hear more stories like that, since designing stealth levels is probably one of the hardest things to do, and it's easy to get burned out and drop it.
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I've never been into deck building games, but this one is excellent. Fairly complex, but unfolding slowly, and super addictive. The "just one more go" syndrome is strong with this one
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It's an asset flip, the same face, nose, lips, even marks around the eyes, just the different hair https://duckduckgo.com/?t=ffab&q=heather+from+silent+hill+3&iax=images&ia=images&iai=https%3A%2F%2Fi.pinimg.com%2Foriginals%2F0f%2F20%2Fcd%2F0f20cdfccec60eab127aff236c63b3de.jpg I played the game ages ago and recognised her immediately, so others will too. Just remove it, it's cringe.
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Having an issue with areas and ambient sounds
peter_spy replied to Skaruts's topic in TDM Editors Guild
FWIW, I loaded up your FM and I only had that abrupt sound at the mission start. Both transitions to other areas and loading saves from them worked fine for me. -
That reminds me, has Heather from Silent Hill 3 (female head) been finally removed? Edit: lol, nope:
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Wishlist For Darkradiant
peter_spy replied to sparhawk's topic in DarkRadiant Feedback and Development
Speaking of common materials, I'd say it's time they got desaturated quite a bit. Maybe in early 2000s using oversaturated primary colors was ok, but these days looking at them for an hour or two makes you feel like something pierced through your skull. I got mine desaturated quite heavily: -
IIUC, fresnel uses view direction and surface normal vectors. This is a comparison between simple brush cube and one with chamfered edges on geometry, both using the same tiling material: Brush cube is on the right; in the background you see a cube with chamfered edges. There is a thin line on the bottom of the brush cube, because it matches the normalmap, the mortar part of the bricks. But as soon as I change texture coordinates of the brush: While the chamfered cube has enough geometry to work with fresnel shader, even if I change texture coordinates: So it seems to work as described, it needs either geometry normals or details faked on normalmap. I think fresnel in other pre-pbr engines, like UE3, works the same or similar way.
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I think you mean Reshade. I used it a couple of times, it has a few interesting tricks up its sleeve Also, maybe this will help to illustrate the problem better: As you can see with image 2 & 4, the geometric complexity, whether with actual polygons or faked via smooth edges on normalmap, does matter. And I bet when most users think 'fresnel', they mean the last example. Most TDM geometry is brushes and models textured with simple tiling materials. They won't look like the last example, until they have enough polygons.