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Posts posted by grodenglaive
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Thanks Joe, that totally worked!
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Thanks. Unfortunately, the failure logic route didn't work either. It says objective complete when she dies, but I don't get a mission failure.
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this didn't work:
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I tried that with "Boolean NOT" checked, since I want the person to not die. I was still able to kill them without failing the mission though.
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Seems my brain isn't quite at full capacity today: how do I trigger mission failure if a certain AI dies?
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looks delicious
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Thanks!
Okay, In St. Lucia, a fake key was bound to a vase, then a stim/response used to delete the fake key and put the real key in the players inventory when the vase was frobbed. Not quite the effect I wanted, but it could be useful.
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thanks, I'll look into that
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I tried to add a custom collider to a pot so you could, for example, hide a key in it that would fall out if the player tipped the pot upside down. This doesn't seem possible - any collider that isn't a single solid polygon gives me an error on map start.
For example, something like this doesn't work:
Is this just a limitation of the engine or is there a way to do it? It's not super important, I just thought it would be cool to do.
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Ah... smart. Thanks!
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I'm looking for the decal often used on the floor in front of secret doors. I've searched though textures/darkmod/decals and many other locations, but can't find it. Does anyone know where it's located or can post the texture?
Thanks.
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On 7/31/2023 at 9:44 AM, nbohr1more said:
Seems to confirm:
https://bugs.thedarkmod.com/view.php?id=5718
does it happen in the latest dev build:
https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/Unfortunately it's still an issue on the latest dev build as well (dev16818-10434)
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darn, I just noticed this - I thought I had notifications turned on. I'll check out the dev build after the weekend. Thanks!
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The diffuse maps blend as expected, but the bump maps just appear over the entire model regardless of the vertex colour. This looks terrible, especially when blending between dissimilar surfaces (for example grass and a cobblestone path). You end up with cobblestone bump over the entire grass area as well as the path.
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The diffuse maps works as expected, but the shader just ignores vertexColor (and inverseVertexColor) for the bump maps and they still get applied across the whole model.
For example: in this material, the grass bump appears everywhere so my dirt path has a grass bump pattern visible in it, which does not look good.
textures/darkmod/map_specific/grass4_dirt_01_blend { qer_editorimage textures/darkmod/nature/grass/grass4_ed surftype15 description "grass" { blend diffusemap map textures/darkmod/nature/grass/grass4 vertexColor } { blend bumpmap map textures/darkmod/nature/grass/grass4_local vertexColor } { blend diffusemap map textures/darkmod/nature/dirt/dry_earth_muddy inverseVertexColor } { blend bumpmap map textures/darkmod/nature/dirt/dry_earth_muddy_local inverseVertexColor } }
I've tried other textures with the same result. Note that this shader was made using the built in material editor in DR 3.8.
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well, I got it working on a simple test plane, subdivided and vertex painted in Blender. The shader I had was actually just fine (at least after removing the parm11 stuff). The problem was with the model's .ase file.
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1 hour ago, HMart said:
btw there's no vertex blend texture, the vertex colors are baked in the mesh itself, meaning they should be exported in the .ase file itself.
ahhhhh.... now I see the light
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52 minutes ago, HMart said:
If you already know this ignore it but if you don't, then know that if's in materials stages turn on and off those stages, so you need to make sure you are setting parm11 to a valid value above zero in a script somewhere.
But if removing those, didn't solved the problem, then the problem could be the vertex colors itself, are you sure the model has the correct vertex color info on it? Afaik the engine only supports grayscale vertex colors in the RGB format no alpha.
Also instead of blend diffusemap keyword try the blend add (gl_src_one gl_dst_one) not sure if this matters but the basic example for vertex colors in this link uses it.
I haven't used vertex blending for a very long time so all of this is rusty on my mind unfortunately.
Also not sure what you mean with ""lawn_vertex_blend" is the vertex-blended DDS image file exported from Blender and is also referenced in the .ase file." but a material name like yours "textures/darkmod/map_specific/lawn_vertex_blend" shouldn't be a link to a real texture, in reality that is just a virtual path to a fake folder that DarkRadient uses to display in the media section of the editor.
You can have a material with just a single word on its name and it will show in the media tab, just not inside a folder but in the global space.
it is like this:
virtual path/material name { material code } or material name { material code }
Cool, I think this should help a lot. First off, there is an alpha channel in my vertex-blend texture, so I'll remake that without it.
The "blend diffusemap" was from the DrVertexBlend tutorial, but I'll try using "blend add" instead.
I had mistakenly thought the first line of the material file was referencing the vertex-blend image, so I should just be giving the material a name there? OK, I'll fix that too.
Thanks!
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1 hour ago, datiswous said:
I think you can leave out the if ( parm11 > 0 ) stuff, because that is for frob highlighting, but is not needed anymore in material files since 2.11
I don't think it will help though.
I just wondered if the blend specularmap would work correctly if it's only defined for one of the two textures blended.
Btw. I don't know much about it really. Hope somebody else can help you.
Thanks for the input, I have updated the material file based on that. It still isn't working, but it didn't make it worse anyway:)
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I'm not having much success with vertex blending a cobblestone path with grass. I've applied it to an .ase model imported from Blender.
I followed this tutorial: https://wiki.thedarkmod.com/index.php?title=DrVertexBlend_(tutorial)#Vertex_Painting_Each_Object
In DR, my custom material file does show up in the material editor and it seems to be getting applied to the model but incorrectly - it's just a uniform green. In game, the model is greyscale - I think it's getting textured with my vertex-painting, instead of the grass and cobblestone.
Here's the mtr file. Have I overlooked anything?
textures/darkmod/map_specific/lawn_vertex_blend { surftype15 description "grass" qer_editorimage textures/darkmod/nature/grass/short_dry_grass_dark_ed.jpg { blend diffusemap map textures/darkmod/nature/grass/short_dry_grass_dark vertexColor } { blend bumpmap map textures/darkmod/nature/grass/short_dry_grass_local vertexColor } { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 vertexColor } { if ( parm11 > 0 ) blend add map textures/darkmod/nature/grass/short_dry_grass_dark rgb 0.15 * parm11 vertexColor } { blend diffusemap map textures/darkmod/stone/cobblestones/cobblestones02_square_dark inverseVertexColor } { blend specularmap map textures/darkmod/stone/cobblestones/cobblestones02_square_dark_s inverseVertexColor } { blend bumpmap map textures/darkmod/stone/cobblestones/cobblestones02_square_dark_local inverseVertexColor } { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 inverseVertexColor } { if ( parm11 > 0 ) blend add map textures/darkmod/stone/cobblestones/cobblestones02_square_dark rgb 0.15 * parm11 inverseVertexColor } }
"lawn_vertex_blend" is the vertex-blended DDS image file exported from Blender and is also referenced in the .ase file.
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19 hours ago, Amadeus said:
And in terms of the long stretch of wall that surrounds the property in the second picture, I would recommend breaking that up with perhaps a stable, a guard tower, a garden shed, or maybe even something as simple as a wall-mounted fountain. Just consider something to break up that long stretch of wall, which will go far in generating visual interest
A garden shed sounds good, thanks! Now that you mention it, they could use a garden too.
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14 hours ago, Amadeus said:
These are some really cool screenshots! Glad to see you've taken up DR and are working on an FM. If you'll permit me one suggestion, I think you should have some hills and elevated terrain in the yard in that second image. The yard and paths look pretty flat and could definitely use some height variation.
Thank you! Yes the yard is pretty flat overall, I'll see what I can do.
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Newbie DarkRadiant Questions
in TDM Editors Guild
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Here's another question (the last for this mission, I'm sure)!
I'm using info_location for the ambient sounds, which works quite nicely, but I don't really want the sound to loop endlessly. I tried adding s_looping 0 to one of the info_locations, but the sound still loops there. I also tried that on the global atdm:location_settings, but it still loops. Is it bugged or is it just me?