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Everything posted by VanishedOne

  1. I've seen that as well; it can be worked around by switching the path settings from TDM Standalone to Doom 3, which does have fs_game and fs_game_base paths. (Set both to your darkmod folder, and the engine path to its parent.) If it still won't play nicely, going to Preferences -> Readable Editor and setting a custom path may help. Under TDM Standalone, I think setting a custom path allowed me to save a file to /xdata/ but I still got the misleading PK4 error on trying to read it.
  2. Agreed. It's a shame the available version of id Tech 4 doesn't have a template system for material defs like Q4's or ET:QW's, which could have reduced the amount of text needed.
  3. The reason I asked about heathaze is that I'm under the impression that using _currentRender will make a material postprocess even if that's not the sort order you've stipulated. I'm not sure the distortion fixes for solid foreground objects would have done much about that in other contexts (would a glow particle be writing to the depth buffer?).
  4. Here are my notes on xrayRenderMap from http://wiki.thedarkmod.com/index.php?title=User:VanishedOne#Material_shaders I'd been hoping it could be used for shadowy-figures-passing-behind-blinds and so forth, if xray skins could be used to reskin AI when seen through the surface, without needing special vertex coloured meshes as for http://forums.thedarkmod.com/topic/11515-real-translucency-anyone/ And of course as other people have mentioned, it has potential for spooky/magical effects. Edit: this is how it's used in RoE, I think: https://www.youtube.com/watch?v=JNovIj41MqQ&feature=youtu.be&t=10m37s
  5. Which water material is it? It's hard to tell from the shot whether it's an alpha sorting problem or a postprocess shader problem in the tradition of http://bugs.thedarkmod.com/view.php?id=3879
  6. Since cubelights haven't been used widely yet, it's probably safe just to fix the materials, rather than introduce a change in how they're interpreted.
  7. Based on a quick test with "nospecular" "1" I think that's probably related to specularity. The ARB2 cubelight shaders have a rather overpowered specular: it tends to make metals, etc. look as if they're glowing in the dark compared to everything else.
  8. I would deduce the opposite, on the grounds that I can download TDM and have a fully working copy without needing also to download any file from the mission list. But anyway, licensing probably depends more on whether authors clearly intend to license - as OrbWeaver noted - than on mereology.
  9. I was wondering about that myself. TDM's LICENSE.txt refers to 'maps, textures, models, def files, audio assets, and all other non-software components of The Dark Mod'. That invites the question of whether maps not distributed with the mod are to be considered 'components' of it. Also: 'These licenses are applied in a good faith belief that the copyright holders, as listed in AUTHORS.txt, have implicitly agreed to license their contributions in this manner.' Not everyone who's ever released a map is listed in that file. (I'm not, and some of my scripts/defs are in the core mod.)
  10. If it uses the tdm_light_holder scriptobject, presumably its init() method will get called. However, the relevant part of the script seems just to invoke the noShadows() script event: if (getKey("noshadows_lit") == "1") { //sys.println(sys.getTime() + ": DEBUG: light holder setting shadows"); noShadows( !m_bExtinguished ); }
  11. In that case 'alphatest parm3' might work. All LOD fading seems to do is modify parm3 according to distance, so what that does depends on how your material is set up, which is why I was able to use it for scaling. (And yes, it would be nice if the wiki said so.) @HMart I don't know about the code, but doesn't D3 control burnaway partly through scripting? float burnDelay = getFloatKey( "burnaway" ); if ( burnDelay != 0 ) { preBurn(); sys.wait( burnDelay ); burn(); startSound( "snd_burn", SND_CHANNEL_BODY, false ); } (From ai_monster_base.script)
  12. I wouldn't expect translucent ones to work; apparently translucency is 'screen door' and doesn't involve alpha. As for alphatest ones, is the alphatest in the material set to shaderparm3 rather than an explicit value?
  13. The courtyard in In The Black has a lamphaze that changes size with player distance: I hacked it together by piggybacking on the alpha-fading functionality. It's a func_static patch with the material named 'halo' in itb.mtr. I think there was some kind of counterintuitive quirk in the way the LOD distance settings gave rise to the alpha value changes, but I've forgotten the details. Something like needing to set a hide distance even though I didn't want hiding, and finding the differences between hide/normal/fadeout/fadein ranges behaved unexpectedly. You can see I made hide and normal distances huge so they'd never take effect, and fadein range tiny, and I think there's a reason lod_fadeout_range == lod_1_distance but I've forgotten quite what happened when it wasn't: "dist_check_period" "0.01" "hide_distance" "30000000" "lod_1_distance" "512" "lod_fadein_range" "1" "lod_fadeout_range" "512" "lod_normal_distance" "30000000"
  14. Re. vertex painting, you do know the TDM engine supports vertex colours only on models, not brushes or patches, right? (I'm assuming TDM/id Tech 4 is the target here, though I'm aware DR supports others.) Or were you inspired by the note here?
  15. For cube maps in materials with cubeMap/cameraCubeMap see e.g. textures/glass/dull_opaque01. (I'm not sure whether texgen reflect will suit faked views 'through' the window though.) For real time remote views I think you can just use func_cameraview, rather than having everything func_securitycamera brings. Edit: regarding parallax, http://forums.thedarkmod.com/topic/19147-parallax-corrected-cubemaps/ may be relevant.
  16. The section on wildcard skins seems to be gone entirely.
  17. I got the dynamic liquid model working in a different test map. It's still overzealously culled though: it disappears at some viewing angles. I'm going to see whether a smaller one is more usable.
  18. "unknown command 'dmap'" RBDoom3BFG restored it though.
  19. Petike has been doing that on the wiki recently. The model database page is largely unpopulated so far, but the entity database page is quite extensive. http://wiki.thedarkmod.com/index.php?title=Model_Database http://wiki.thedarkmod.com/index.php?title=Entity_Database
  20. You can probably cut the bottom off the patch with Scripts -> Split patch in DR, although it's a bit finnicky (it requires suitable verts to be selected first, and if it still fails, try a different grid size; also, it will mess up your Undo stack).
  21. I suppose it is a bit counterintuitive if not even bark is vine friendly. http://wiki.thedarkmod.com/index.php?title=Vine_Arrows just says they work on 'many rough surfaces', so I'm unsure whether that was a design decision (to ensure rope and vine arrows would both be distinctly useful?) or whether nobody ever thought to set up rough wood materials for vine friendliness. There are a couple of other restrictions: vine arrows don't attach to near-horizontal surfaces, and their script seems to limit them to worldspawn and func_static entities. It should be easy enough to make a suitable nodraw_solid material by copying an existing one and adding "vine_friendly" at the start of the description. Re. snow edges, try assigning them to a non-worldspawn entity and playing with alpha values by setting the entity's shaderParm3.
  22. It turns out people were proposing to remove MD3 support in 2014 because it wasn't being used. It that cleanup effort had gone ahead this thread wouldn't exist.
  23. Are those static models, or flinders spawned when a breakable entity breaks? If they're flinders you may have encountered http://bugs.thedarkmod.com/view.php?id=4230 (i.e. multiple flinders spawn in the same position, then fail to fly apart as they're supposed to). Edit: no, scratch that. If that were the case you wouldn't have included a DR shot.
  24. On a related note, we've had a past problem with a material becoming see-through in DR when it wasn't desired, and a material stage hack currently prevents it: http://bugs.thedarkmod.com/view.php?id=4182#c7801
  25. As far as I know everything in that article requires the custom script.
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