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SeriousToni

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Posts posted by SeriousToni

  1. 1 hour ago, nbohr1more said:

    You can use a fresnel effect to highlight edges but it is also a real world effect that causes specular reflection intensity to increase at grazing angles. That effect would make the flat looking church geometry look more volumtric and easier to read.

    Ah okay thank you. So your post was more about the church and not the cube map topic. Ah, I gotta read much more about these topics. But again thank you for taking the time to answer my still So foolish questions after all these years 😙

  2. 2 hours ago, nbohr1more said:

    The simple "TLDR" version:

    1) Obtain or create a skybox cubemap

    https://wiki.thedarkmod.com/index.php?title=Category:Skybox

    2) Use a 3rd party tool to convert it to an irradiance cubemap

    3) Create a material def that uses the irradiance cubemap

    https://wiki.thedarkmod.com/index.php?title=Light_Properties#lightAmbientDiffuse_and_lightAmbientSpecular_(_Previously_ambientCubicLight_)

    4) If you want interior cubemap ambient lighting, use envshot to capture an in-game cubemap of the location then perform steps 2 and 3 on the envshot images.

    I always appreciate your effort nbohr. 🙏

    • Like 3
  3. 12 hours ago, 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/

     

    I've always found the cube maps to be a really interesting topic to try out, but I always was turned off a bit by the incomprehensible (no offence), kind of trial and error, guide that was provided in this thread you mentioned. If there was a more quick and easy guide or method, I think we would see more of them in missions. But that's just my personal thinking.

  4. @datiswous @nbohr1more Thank you for updating the mission with EFX reverb. I have tasted all locations and find them fitting, except the use of the "preset CAVE". This preset is in general problematic as it creates a long reverb with a very short loop. You can test it by drawing your sword in one of the areas using "CAVE". Especially the higher pitched sounds create an unnatural sound and echo.

    My advice is to put them to "preset STONEROOM" or either create a custom EFX preset (which I think is possible but needs some work and testing).

    I can totally understand that this might create some concerns, so please feel free to let another volunteer test (at least the "CAVE" region). I would not recommend using this preset at all. The other ones used, are as I said really fitting well.

    EDIT: My hardware used is an external soundcard "Xonar DX" and headphones by "Beyerdynamic DT 770 Pro"

    • Like 1
    • Thanks 1
  5. Although it was already mentioned I still want to take the opportunity to "advertise" on my mission Sneak & Destroy which is possible to solve in about 30 to 45 minutes. It serves basic thief needs without long exploration or too many NPCs. On easy difficulty it is really beginner friendly but not too easy to play it carelessly.

    However I am not entirely impartial as I created this FM and updated it in 2022 again. 😄

    • Like 1
  6. 7 hours ago, I.C.H.I. said:

    Am I the only person who never uses them? In general I avoid being seen because I hate combat in TDM, it's so fundamentally broken that I'd rather never use it at all if it's really possible.

    I don't really use them too. I mostly throw a flash and run or even reload. I wouldn't say it is broken. It is very hard on purpose. In thief it was way too easy to just pick a fight. But that's just my personal opinion of course.

  7. On 10/24/2024 at 10:14 PM, thebigh said:

     

    Oh wow terragen. I remember using bryce or how it was called when I was a kid in school. Very cool!

    Just finished the mission and I can only say the same as the others above me. Basic geometry but good gameplay and interesting features. I was very pleased with this one. Thank you for all the work you put into this. Of course I want to see another mission like that from you 😊

    • Like 1
  8. Just now, thebigh said:

    I like missions of all sizes, lengths, and complexities. What I get a little tired of sometimes is every mission seemingly being a huge, sprawling masterpiece- as much as I admire those, sometimes I just want to spend a quick half hour breaking into Lord Frobbington's mansion and grabbing his treasure.

    For me it's the same. I got time issues so I only got maybe an hour maximum in a week to play. So if I start a huge mission I don't know what I did the week afterwards. Missions I can play through in one session are preferred now. Maybe times will change as the kid grows older and I get more time again.

    • Like 1
  9. 14 minutes ago, thebigh said:

    Hey, thanks for the offer but I already got a bunch of comments and was about to actually release it later today. So you'll be able to play the official version tonight. Make sure to give me a ping if you need your mission tested. :)

    Okay that's all fine and I'm happy you'll be able to make the fixes and release it today. Thank you very much for creating a neat small mission (I prefer those over the long and complex ones)

    • Like 1
  10. On 9/24/2024 at 2:51 AM, MirceaKitsune said:

    So I may become the first mapper crazy enough to not only make a full on daytime FM, but the ever first TDM level to have a daytime cycle. Not a smooth one where you watch the sun go down, the system for that would be far more complex and the rotating parallel light would wreck performance. Instead there's going to be a day a dusk and a night that switch when the player completes key objectives.

    I'm using 4 global lights only 2 of which change: The ambient world which I may want to remove, and fog which is constant since that seems to have issues with being toggled... the actual ambiance is achieved by using cubemap illumination which was recently fixed, and of course a parallel light sun. All torches and street lamps are off during the day and dusk and come on during night... for performance sake more than anything, even without other lights a single parallel sky will still wreck the FPS. Kinda tragic that volumetric lighting doesn't work with parallel / parallelsky or else it would be even prettier... rather tempted to ask about that.

    Don't worry about the lightgem: The goal is to only have guards turn hostile at night... either the player must do something to upset them before the sun goes down, or I might go with the classic curfew so they're only enemies at night. I thought of making it cyclical so you can use the bed to endlessly advance by 6 hours, but I doubt it's worth the extra complexity for an already complex setup, I may leave it for my open world concept if that ever happens. In the meantime, if anyone's wondered what a detailed daytime level looks like in TheDarkMod, here's a glimpse into something more unusual!

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    Oh wow TDM now looks like TES Oblivion! 😄

    • Like 2
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