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Posts posted by grodenglaive
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21 hours ago, Arcturus said:
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.
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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:
(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 } }-
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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.
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38 minutes ago, AluminumHaste said:
You have nothing in diffuse map on the left? Not sure if that even matters here.
Thanks, there's no diffuse maps on the other lights either, so I guess it isn't used here.
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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.
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.
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?
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On 8/21/2025 at 5:00 PM, Bikerdude said:
So Im still whittling away on the remaining locations on my todo list in BHM and thought, a flavour video collage might be in order...
It looks wonderful, but also... that's a great montage - I like the camera angles
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Is there a strikethrough modifier for the readables?
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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...
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.
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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).
One parting question:
Spoileris 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.
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28 minutes ago, werner said:
Excellent, thanks. And after much more searching I also found where my 16th cheese wedge goes!
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How about "The Sentinels"
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I just assumed it was the maid, but I suppose it could have been the mice
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Oh, there is a bit of a problem with AI bumping the cheese out of the circle, specifically the circle located
Spoileron 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.
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I liked this mission a lot. I am stuck on the placement of the 16th cheese though.
SpoilerI'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.
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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.
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Congrats on the release, looking forward to playing it!
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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?
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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
SpoilerI 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
Spoilerthe entire Tower section and the art vault
ended up with 7088. Well worth retracing my steps for that.
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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.
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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
SpoilerI 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
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congrats on the release!
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Npc's that can climb: up and down ladders (to start with)
in The Dark Mod
Posted · Edited by grodenglaive
plus there's the extra cheap hacky way of just making very steep and shallow stairs out of monster clip. Limits, Max, Min, Stats, etc - The DarkMod Wiki
The animation doesn't look very convincing though, especially coming down
https://imgur.com/a/810fy5Q