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rebb

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Everything posted by rebb

  1. rebb

    Credits Update

    No actual list of Betamappers and "Contributors" ? :/
  2. Maya 2009 has an Option to Preserve Child Transform for the Move/Rotation/Scale Tools, but i guess you have an older Version than that.
  3. Hm, strange, i didn't scale anything when doing the export. Glad it worked otherwise tho .
  4. Hope this works. Exported from Maya with all export-options enabled. www.trisoup.net/shtuff/broomstick.zip
  5. @Tels : Nothing special is done to how the Diffuse/Specular/Normal is read in the shader, they are being read just the same like the vfps that came with the original game do it. There is no channel-switching being done. If i knew what exactly causes the tint, i'd be happy . It very much smells like another "we know more once the Doom3 Source is out" issue tho.
  6. @Flanders : Its a former .DDS changed to .TGA, you did nothing "wrong" . @Sneaksie : Afaik, nothing was changed on the SVN version, only the frobhighlight testmap has materials that use this - so nothing has to be "undone".
  7. It's not easy being a green texture.
  8. @Springheel : You're right, with these issues it's probably not a 1.0 candidate. @greebo : It could be possible by making the effect a "blend add" and then multiply the output with parm11, but as you mention it would be calculated even if it ends up being invisible. I'm not sure how much of a performance hit this could have, but it probably has more overhead than a simple non-vfp stage would have. @Tels : Who knows, maybe id left some sort of debug functionality in the game, which highlights such cases with a green tint, thinking that nobody would ever try to do something like this anyway.
  9. Ok, i just converted a wall-texture from DDS to TGA and it showed the green tint, backing up my initial findings. Again, figured this could be an issue and got hesitant about the whole thing, and my question from #208 still stands .
  10. It only seems to happen on some materials, but that might be due to most of them already being dds, as you say. Apparently Doom3 does some strange stuff in the background when there is a conditional .vfp stage and a .tga is used as the diffusemap ( there's no tint when the vfp stage is not conditional ). Makes me gag .
  11. If thats on the place anyway, i'd say so. The question is just, which textures are going to "ship" and can be converted already.
  12. That's after applying the first diff-file. But that material has the diffuse-map in a "map diffusemap" stage, maybe the script didn't account for that yet, so it could well be that it's already fixed.
  13. @Tels : The material with the missing fragmentMap assignment is actually the wattle material . "textures/darkmod/decals/cracks/wattle_corner" - fragmentMap 1 is empty there, at least in my version of the material.
  14. From what i've seen, the green tint can be fixed by converting certain diffusemaps to .dds . I must admit i've become a bit cautious since the green-tint issue, hoping that there aren't more such issues popping up when using conditional vfp-stages in materials. So i guess the missing stuff right now would be converting green-tint materials to .dds, adding some functionality to the frob.vfp like RGB colors etc, and some fixes to the stage-replace script, as i've found a material where the fragmentMap-assignment was left blank for some reason. What's the general consensus on this, do we want to pull this through or stay with a purely material-based frob-highlight ? If we pull this through i think it might be a good idea to put something like an extra "/materials_newfrob" on the SVN that contains a snapshot of all materials with vfp-frob. That way more people can try them out by renaming the old materials folder and renaming this one to "/materials". Unless there's some better way than that of course . @Tels : Does the wattle-material even do that when removing the vfp-frob stage ?
  15. Congrats ! With that name, the little guy was probably born with someone else's golden spoon in his mouth .
  16. @Flanders : Quake4 can do this, but afaik its a special feature that was added for it.
  17. Neat, looks a bit like Ambient Occlusion.
  18. Well, it seems that indeed converting the diffuse to a .dds file removes the green tint - the reason eludes me tho, it's probably something really odd like this 5 level directory limit, gah ! I've read in one of the DDS related threads tho that it's not 100% sure that the game will use .dds files, depending on a quality-setting of Doom3. Is this still true or did i stumble over a really old thread and there's better knowledge about this matter by now ? Or does the game always use the .dds version if no .tga is available ?
  19. @ Flanders : The look of things in ambient-light very much depends on how much shading is in the diffuse-map, if there is little to no shading in it, then there's only the subtle ambient-shading from the normal-maps trying to make things appear less flat. There is no CVar controlling that effect, because its not possible to pass a value to the interaction-file.
  20. @Orbweaver : Thanks . Yes gloss-mapping is certainly possible, there are a few custom vfps that have them, with different ways of implementing it. I've been fiddling with it in my "fiddle-interaction", where the ambient-fix actually originated. The Doom3 Art-Project that someone posted some time ago on Doom3World ( i forgot the name atm, that brown cave-like map with the artsy flashbacks etc ) also has a vfp with gloss-mapping. @Flanders : It actually uses the Normal-Maps, but in a subtle way so it doesn't end up introducing a different kind of coal-mine look on character-models. If you use a standard light with disabled shadows, you should get the same look you got when the alpha-channel wasn't adjusted yet.
  21. Thanks Tels, i've tried it with this file, but it's still not loading . It's in "\dds\models\md5\chars\guards\elite_citywatch". I've tried putting it into the same directory where the TGA was, but it still didn't load. Could someone else try this please ? ( make sure the .tga file is renamed first so it doesn't get loaded instead )
  22. It tells the shader that the current light is supposed to be an ambient light. This needs to be constant because otherwise you would get artifacts where the value isn't below the testing threshold. The old version used a value that was passed to the shader by the rendering system, but this turned out to not be a reliable one and caused problems on certain cards.
  23. Unfortunately, no. Doom3 automatically removes a fully black alpha-channel ( thanks id ). You need to fill it with a value of 1. In Photoshop just put in RGB( 1, 1, 1 ) in the color-picker and fill the alpha-channel with that. It's weird, i know . But so far it seems to have proven as a more reliable way to get non-coal-miner ambient lights in Doom3.
  24. I didn't look for a warning yet, the diffuse is 1024x1024. Edit : Checked a conDump now. "WARNING: Couldn't load image: models/md5/chars/guards/elite_citywatch/elite_citywatch_cloth" I'm not sure why it wouldn't load this, its in the proper dds/ directory and has a lowercase extension, and has been compressed like the wiki says.
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