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grodenglaive

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Posts posted by grodenglaive

  1. 21 hours ago, Arcturus said:

    Image lacks contrast. You could try to normalize it

    image.png.158cf24988dde6b5cbc7a8559e39dfad.png

    You can also try adding RGB keyword, eg. rgb 0.3 to darken or rgb 1.5 to brighten.

    Thanks, that helped. I use AffinityPhoto, which doesn't have normalize, but I tried to approximate that using the curves and contrast functions. The shadows are definitely more noticeable now👍

    I found rgb keyword was a handy way to adjust the overall brightness, although it didn't help with the contrast.

  2. On 12/29/2024 at 6:27 PM, nbohr1more said:

    This is a topic about using the ambient cubemap:

    I think the instinct to suggest ambient cubemap lighting is because your church has unreadable geometry due to the flat ambient lighting and same texture all over it.

    Other than ambient cubemaps, you can ( in order of least to most difficult 😞

    1) Enable SSAO and increase your SSAO radius ( r_ssao_radius 128 , etc)

    2) Place dim lights around the church to emphasize contours ( this is typically called "bounce lights" and you use the ai_see 0 entity arg to prevent the light from impacting the lightgem )

    3) Simulate AO via grime decals

    4) Re-texture parts of the church with textures that are similar but have different shades to simulate some directional lighting

    5) Export the church to Blender and bake lighting to a texture in Blender then export the baked lighting as a model with a blend filter decal material to overlay the church

    6) Use the "Strombine" lighting technique:

    http://lunaran.com/maps/quake4/strombine/

     

    In an effort to create better shadows to the church exterior I tried option 5 (baked lighting from Blender). I imported the resulting model into the game and overlaid it on real church:

    Narthex.thumb.jpg.60f42b75e814d8fb3ab25045bffd554d.jpgimage.jpeg.3377cef19ed71042c0677faed26f1470.jpeg 

    (blender model above, lightmap texture below).
    The effect is barely visible in game though. Am I doing the material shader correctly? 

    
    material textures/darkmod/map_specific/narthex_lightmap
    {
    	qer_editorimage textures/NarthexDiffuse
    	DECAL_MACRO
    	noShadows
    	nonsolid
    	noimpact
    	translucent
    
    	{       
        blend	filter
    	blend	diffuseMap
    	map	textures/NarthexDiffuse
    	}
    }
    • Like 2
  3. Well damn - I just remade it on a different style lamp in a test map and now it's working! I have a lot to unpack here🫠

    [edit] ok, reloaded the lamp, texture, material in the project and now it works! Don't know what I did, but I'll take it😁

    [edit] it was the folder structure.

     

    • Like 3
  4. A lamp using a custom light texture will not cast shadows no matter what I do😫 It shines right through the wall. If I revert the lamp to the original TDM texture (biground1_streetlamp_8fold), it works normally. I literally just copied the original texture and changed the contrast. It is still the same size TGA file, so I don't see the issue. 

    When I put the new texture in the lamp properties, the texture appears in the game just fine (but without shadows). I tried adding the "noshadows 0" spawnarg and that made no difference. 

    image.png.34ca803f2c43e17aa92c99d388caab6b.png

     

    So I figured I needed a custom material file to go with it.  Using the material editor, I cloned the original light material and referenced the custom texture there. No dice, the lamp still will not cast shadows. I tried adding "forceShadows", which again made no difference. 

    image.thumb.png.79038c6bc1d37b2e970a327dc74b5ad3.png

    To trouble shoot, I tried using the original tdm texture file in my custom material and it also won't cast a shadow.

    It seems like custom light materials are broken or am I just missing some other step?  

     

  5. 18 hours ago, MirceaKitsune said:

    Glad you enjoyed it! You're likely experiencing the infinite crack decals bug when pushing a movable against breakable glass: This was fixed in the latest development version, it will take some time for the next release when everyone will have it. As for that optional objective...

      Hide contents

    You put the pink rat in the stoup with the blue water in the church. Unless something broke the trigger somehow, this causes the pink rat to return to life and wander around the church.

    Okay, I tried that again and it worked this time. Perhaps on the previous attempt I had restarted from a save where I hadn't yet read the child's note. 

    • Like 1
  6. Finished! Over 7 hours - it was very tricky finding all 16 circles😅. It was a pleasant surprise to find there was even more gameplay after that. Challenging, interesting map layout, lots of verticality, good looking textures, very original story. Great job.

    I didn't have any corrupted saves, but the some of AI were kindof buggy.

    Performance-wise there was just one spot that was slow for me - a glitched texture on the shop's glass elevator window that would grind the framerate almost to a halt whenever you looked at it, like it was trying to calculate a million reflections (the very bright spot). 

     image.thumb.jpeg.6748b4173baede81904f945ea22aeb7f.jpeg

    One parting question:

    Spoiler

    is there any way to save to pink rat? I tried giving it a Health potion, sticking it in the Church's holy water fountain, and even washing it in the pool. All to no avail.

     

     

    • Like 1
  7. Oh, there is a bit of a problem with AI bumping the cheese out of the circle, specifically the circle located

    Spoiler

    on the 2nd floor Inn by the staircase. It think the patrolling AI can kick it when walking past (it happened twice). I later found my cheese behind the reception desk on the 1st floor. I put it back closer to the railing but still mostly in the circle and it seems safe there👍

    If you set the "solid" spawnarg for the cheese to 0, it might be an easy fix, assuming if it doesn't break anything.

  8. I liked this mission a lot. I am stuck on the placement of the 16th cheese though. 

    Spoiler

    I'm unable to find the Army Chief or his helmet in order to get the North Gate key (I'm assuming my last cheese goes in there). The guard inside the Chief's house doesn't have the key, so I assume he is not the Chief.  

     

  9. I wish there was an easy way to prevent the mass panick events.  I tried setting the spawn arg "canSearch " to 0 on my civilian ai, but then they don't react to you at all. It would be nice if they just went straight to the path_flee_point. 

  10. The garden_shed prefab under buildings_and_facades. It's missing the textures on the left side of the shed. They are caulk for some reason, so the brushes are invisible from the outside.  Also there is z-fighting.

     

    Screenshot 2025-07-18 064930.png

  11. Maybe that the portalsky was not set up correctly.  Do you have an "info_portal" sky entity in you map that is surrounded by a cube having your sky texture? Is it working on other brushes?

    Or maybe the dmap failed and it is just showing your previous map when you run the game? 

  12. Wonderful map. Brutally difficult on "difficult", which of course I like. I'm curious if the mission is any easier at the lower  difficulty settings or if it only changes the loot objective. I only managed 4048, so clearly I missed a lot! 

    I only really got frustrated when

    Spoiler

    I couldn't for the life of me find a way up the the backdoor window that leads to Fishend. 

    I ended up using noclip, which I have never done before. I replayed that bit with the gamma turned up after reading another player's post. I found the way, so I could finish without resorting to cheating🙂 

    Thanks for the great mission!

     

    [EDIT] I went back in and found I missed

    Spoiler

    the entire Tower section and the art vault 

      ended up with 7088. Well worth retracing my steps for that.

     

    • Like 1
  13. On 6/25/2025 at 3:51 PM, Airship-Ballet said:

    I think what happens after detection is the major source of jank in this game vis-à-vis tedious alert states and funky running animations, but I've honestly never had any issue with blackjack behavior.

    It could certainly be better delineated in terms of the animation and hitbox since it's a bit flappy and covers the whole screen, but it's as simple as walking or creeping up to someone and bopping them, I don't get it. The answer is certainly not allowing people to bunny-hop up to guards and KO them on the way past 2 seconds after they've already been alerted, nor just lure them somewhere shadowy and blackjack them on full alert, as seen in the dark engine.

    The AI is no doubt a long-standing stick in the mud, but I don't think it's blackjacking that's the issue, moreso how detection can work strangely and how most all of the level design goes out the window once the guards are sprinting around the building at full pelt and never going back to idle.

     

     

    I have to agree. I've had few issues blackjacking in TDM aside from occasionally hitting a low ceiling or overhanging structure.

  14. That was an excellent mission. A big beautiful city, nicely detailed and interesting map. I particularly like the way you modeled the streets. There were some nice tricky parts that were challenging and fun to get through. No doubt I missed a few things, but I managed to leave with 9148 in loot in just under 5 hours.

    Just a minor disappointment when

    Spoiler

    I managed to lock a Watch Station guard outside in the back alley after taking his key, but he was still able to unlock the door and reenter the building. I ended up knocking him out instead. Also, I wish there was a bonus for releasing the prisoners😁 

     

    • Like 1
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