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peter_spy

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Posts posted by peter_spy

  1. That music is very loud indeed. Bringing it down to at least -16dB would make for much better experience. You could use The Dark Mod music from tdm_sound_ambient02.pk4, it has a lot of good tracks to choose from. If you'll be making that again, you could do 2 versions, one violent, one stealth, to demonstrate the variety of approach, similar to Dishonored promo videos.

  2. I use Steam almost exclusively for games now, so I understand that it would increase TDM's visibility a lot. I never used Steam Workshop, but if it means better visibility for FMs, why the hell not? I just hope the folder structure won't be a problem for the engine, as it's something like Steam/something/steamapps/something/common/gamefolder. Oh, and the savegames are backed up in a cloud, so having saves for multiple FMs might be a headache.

  3. If I understand your request correctly, you want to resize one normalmap and then merge it with another?

     

    Yes, that's a trick from Gears or UT3 era, you multiply tiling detail normal with RGB 1,1,0 to lose the blue channel and add it on the top of the base normal to make another "layer of details" appear when player gets closer

     

    And your example is still wrong, not only because the scale image program is still there along with the global keyword, but even if you correct that and split blending normals into two stages, only the last one is taken into account. Use your own textures with this example if you like to see what happens:

    	{
    		blend bumpmap
    		map	textures/tut/base/wall01_n
    		rgb 0.9  
    	}
     
    	{
    		blend bumpmap
    		map textures/tut/base/wall01_dt
    		scale 8, 8
    		rgb 0.1
    	}
    
  4. Alright, we're going somewhere, both normals show up, but there's no scaling going on. Where should I actually put the scale values, if everything is taken up by the RBGA values in that expression?

     

    Edit: I just thought of another solution, since detail normals would be separate special-purpose textures, I can make them without the blue channel anyway. This way a shader operation in material file will no longer be necessary.

  5. Yup, I tried the keyword yesterday, but it applies to both normals, not just the second one. Image program allows me to blend normalmaps only. Anything I add makes textures go black and I get messages like this in the console:

     

    Clipboard02.jpg

     

    Then again, it's no biggie if it doesn't work, I got everything else down, and that's all I need. Besides, slapping detail normals everywhere might hurt the performance.

  6. It's a simple thing really:

     

    textures/tut/base/wall01
    {

    // tile, carpet, dirt, gravle, grass, rock, twigs, foliage, sand, mud, brokeglass, snow, ice, squeakboard,
    // puddle, moss, cloth, ceramic, slate, straw, armor_leath, armor_chain, armor_plate, climbable, paper, hardwood

    surftype15
    description stone

    qer_editorimage textures/tut/base/wall01_ed
    diffusemap textures/tut/base/wall01_d
    specularmap textures/tut/base/wall01_s

    {
    blend bumpmap

    map addnormals(
    add(
    textures/bias_map.tga, textures/tut/base/wall01_n.tga),
    add(
    invertColor(textures/bias_map.tga),
    textures/tut/base/wall01_dt.tga)
    )
    }

     

    I tried putting my normal and detail normal somewhere there, but it's definitely wrong ;)

  7. Another series of tests, this time with blending modes and mostly greyscale images. Actually I was trying to make detail normalmaps first, but couldn't blend two normalmaps together. I know a nice trick from UE3 on that, but I wasn't able to recreate it in GLSL. But, as a side effect, I was able to make a "dirt macro-texture", which is a classic way to break up your tiling a bit. It's nice that scaling works properly, although the minimum range is only 0.1. Well, that's still enough to break up obvious patterns on larger surfaces.

     

    tut_2017_02_06_20_50_43.jpg

    • Like 1
  8. Just wondering but... would it be possible to implement some Steam achievements? I could actually think of a few potential cool achievements (like... first "ghosted" mission, first mission without having killed anyone, first mission with maximum loot, complete 10 missions, play 100 hours, stuff like that. I think the motivation of achieving such... achievements is not to be neglected. I know people who played GTA 5 for hundred hours plus, just to reach a 100% in achievements). No idea how easy/difficult that would be to code though, of course.

    And, since it's probably not possible to get an achievement for releasing a mission, you could at least get something for spending many hours in DR ;)

  9. Alright, I wanted to try this out since I first saw scaling lights and projection textures. This example is very crude, will be much more refined in the future, and not during the daytime ;)

    tut_2017_02_04_21_49_54.jpg tut_2017_02_04_21_13_03.jpg tut_2017_02_04_21_13_46.jpg

     

    Edit: this probably needs some more explanation. this is 3dsmax Daylight system at work. I basically recreated those walls in max and used Render to texture feature to bake lightmaps, and then used them as projections in spotlights. The time was set to 2 pm though. Later I'd tweak it to get some nice lightmaps for the nighttime.

    • Like 4
  10. Sorry, I'm a dummy when it comes to GLSL programming. But, I'm slowly getting somewhere. I see that there's no proper 8-bit alpha, only the 'translucent' keyword that uses the black and white values from the image. Surely it's a good thing for local fog, smoke and such things.

     

    I also like how the cubemap is modified by the normalmap. It can be used both for frosted glass, ice and snow, gold, silver etc. I also checked the heat haze, but I'll have to look at it more closely later. Not sure why I'd need a giant ice block here, but oh well ;)

     

    tut_2017_02_04_00_10_04.jpg

    • Like 2
  11. Yes, you just save your .tga with an alpha channel and set the diffuse stage like this:

     

    {

    blend diffusemap

    map models/md5/chars/townsfolk/wench_dress

     

    alphaTest 0.5

    }

     

    That works perfectly, thanks! One important thing is, this actually replaces the diffuse declaration in your material, so after deleting the "diffusemap textures/tut/alphatest/bush01_d" line everything worked great.

     

    Also here is a quick and dirty way to make an decal with an alpha - dont know if this is the correct way etc. All I do in Gimp, paint.net, etc, is I have 4 channels (RGB & Alpha) and I just delete what I want to be transparent -

     

    https://www.youtube.com/watch?v=-5kxM4tyjQI

     

    Great video Biker, although making a bush or piece of grass would be much easier ;)

     

    Now onto the 8-bit alpha.

  12. Now I'm trying to make alpha materials, first off is the alphatest type. From what I've seen in materials in DR, I have to specify a separate grayscale image that is used in makealpha stage. Is there a way just to use the alpha channel of TGA texture instead?

     

    Btw. my material looks like this:

     

    textures/tut/alphatest/bush01
    {

    noshadows
    nonsolid

    surftype15
    description foliage

    qer_editorimage textures/tut/alphatest/bush01_ed

    {
    maskcolor
    map makealpha(textures/tut/alphatest/bush01_alpha)
    alphatest 0.5
    }

    diffusemap textures/tut/alphatest/bush01_d
    bumpmap textures/tut/alphatest/bush01_n
    specularmap textures/tut/alphatest/bush01_s

    // TDM Ambient Method Related, etc.

  13. Ok, now I got the basic fog down, delta1 looks good, shaderParm3 is the fog end range. Looks like the light needs to be scaled a bit beyond any walls, so it doesn't end so abruptly, but that's fine. The question is, is there a parameter for fog start range? Often you don't want the fog to start where the player is, but like 128 or 256 U away.

     

    Oh, and I can make skyboxes the same way I did in unreal, nice :)

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