Jump to content
The Dark Mod Forums

Baal

Member
  • Posts

    1180
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Baal

  1. Ok, I will experiment with this a little more. And I already did a test to illustrate the difference and posted a screenshot some posts ago (in case you didn't see it).
  2. Yes, but such a function could be added to the editor. I was wondering if the Doom engine requires patch vertices to be aligned to some grid. But I don't think that's the case (I'm still not sure though).
  3. Ok, thank you. Then it's not as restrictive as I thought. So, what does everybody think about a new frob highlight? I think it would be very useful. In case it's not clear what I propose: I want the highlight to actually light a surface through a shader that uses normals and specular. The difficult part would be to only let it effect dark surfaces and just highlight already lit ones.
  4. Congratulations. Patches can sometimes be very difficult to work with. About my suggestion: There is one problem with it that I forgot. You can only align vertices to the grid. But if the editor had a function to snap one vertex to another that could work. I don't think patch vertices have to be aligned to the grid at all but I'm not sure about that. Does anybody know?
  5. That should work if you line up the adjacent control points of the patches and make sure they use the same number of subdivisions (if I'm not missing something here).
  6. @Arcturus: Thats the same problem. Neither normals nor specular are used by the highlight. @Ihstvan: The shader could read the pixel values already rendered and only apply if they are under a certain threshold (as a first idea). But I think the object has to be rendered twice for that as a surface with a post processing pass is not lit by light sources. How did rebb do his fresnel highlight?
  7. Yes, that will be a problem. I haven't tested it under different lighting situations yet. But I think the current method doesn't work very well for objects in darkness. The screenshot illustrates that problem well, I believe. Think about how Thief did it. The player could see all texture details clearly through the highlight. But a lot of those details are now contained in the normal and specular maps and should be highlighted too. I'm not sure how this will work with lit objects. It could look very awkward but it's worth a try.
  8. I tried my idea of a frob highlight shader with normal maps and this is a first result: New vs old method. Something like that could make the loot hunt much easier without colorful, atomic special effects. What do you think of that?
  9. You could make whatever you want to rotate a func_static and seal it with clip brushes. Only these have to be aligned to the grid. Could that work for your problem?
  10. Isn't the bright highlight in dark areas necessary for the player to decide the items value? I thought about that problem a bit and I think a frob highlight that takes specular and normal maps into account would be really helpful. Judging an items value just by looking at it is a great idea and for that you need more than the diffuse textures. Maybe you could do something like that with a post processing shader stage but I don't know how much control the engine gives you over these.
  11. I think some loot items are difficult to identify because the highlight method doesn't use specular and normal maps of the respective surfaces. So, objects that are in the dark appear flat and loose the distinctive highlights (in the reflections-on-shiny-metal sense).
  12. Well, thats what it I wanted it to do. It draws the highlighted object with (approximatley) uniform intensity. No colour tint and no clipping into white. It's simple but I think it looks ok.
  13. I have tried another solution for the frob highlights. Replace the two highlight stages with this: // on goblet1 for example goblet1 { ... { if ( parm11 > 0 ) blend gl_one_minus_dst_color, gl_one map models/darkmod/props/textures/goblet1_d rgb 0.7 * parm11 } ... } This is how it looks: It's a very simple solution for what it's supposed to do but that is propably only possible with a post processing shader.
  14. http://www.iddevnet.com/doom3/ This is Id Softwares Doom 3 editing site. Some basic things about modding for the Doom3 engine are explained there. Very useful to know.
  15. That happens for me to (under Linux and Win2000) I don't know if this is related to the problem but this line from my logfile stuck out: [vfs] Directory '/home/sebastian/.doom3//usr/local/games/doom3/base/' not found.
  16. When working with patches I always wanted some visual clue about its orientation (columns and rows). I have thought about adding this myself. Maybe drawing the line strip of the first column/row of control vertices in different colours is enough. Any suggestions?
  17. I can't do that either but if you just want to try the newest version here's the fix: In file "plugins/image/dds.cpp" at lines 60 to 65 you find the definition "struct MipMapInfo { ... };". You have to move these lines a few lines up and out of the function body of LoadDDSFromStream() so that its not a local definition. Should be simple.
  18. The change is not yet in the repository but you can do that yourself. It's a simple fix. Do you know C++?
  19. It's running fine now with this little fix (under openSuSE10.3 compiled from SVN). Memory consumption is much smaller and I think the lighting render mode performs a lot better on my Linux notebook (this thing has an integrated ATI chip that barely runs Doom 3).
  20. I just moved the local definition of struct MipMapInfo out of LoadDDSFromStream() (in plugins/image/dds.cpp). GCC doesn't seem to allow that. It compiles now but, for me, the result crashes with a segmentation fault. That could have something to do with Boost on my system. I have to look into that.
  21. Thanks, I'm downloading the demo right now. There is also this fan-made sequel to a game you probably know. www.zak2.org I haven't played it but heard good things about it. Its only in german but an english translation is being worked on as it seems.
  22. There's a directors cut with some graphical upgrades and an additional episode. I should try that. Does this game have puzzles as creative as the classics? There is not much replay value in this genre but some of the things you had to do in games like Day of the Tentacle (for example) had me laughing on the floor. So much for horror...
  23. I just tried the "Scratches" demo but there's is only one puzzle and right before it starts to get interessting its over. Not enough to decide if I could enjoy this game.
  24. I don't have these issues with the new version. I installed it from the .zip archive and run it on Windows 2000. Edit: But I just noticed that the modelviewer crashes when I try to zoom and no model is selected. (also in older versions)
  25. Bloodlines has some really boring leveldesign in parts. The city hubs are good but they feel too restricted and small. The characters and dialog are the highpoint of that game though. And there's a good chance of discovering something new on every playthrough which is great. I have played the demo of the first Penumbra and I liked it but it was way too short. Do they sell both of them in a package? I have to try them some day. They Hunger was great and I heard of Afraid of Monsters but haven't tried it yet. I can put it on the list along with Call of Cthulhu and a lot of other games. Does anyone want an awsome point? I have some left.
×
×
  • Create New...