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Spooks last won the day on January 27

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  1. Things are pretty hectic over here, I wasn't on the forums for a week so even that ping might've not been a saving grace if I didn't log in to divert responsibilities from other things I gotta do... Anyway, yeah! The command seems to work alright, reloading the game properly resets the materials, but reloadModels all doesn't reset material changes on brushes, aptly enough. I'm not sure that's that important, though.
  2. I had the temporary solution more in mind, in that case, but I don't mean to imply that there'd be a constant cursor update - that is to say that the texture on surfaces would change as you look around. I meant more like how r_materialoverride does it, if you want another surface under the cursor to get replaced you have to look at it and input the new command again. Just clearing that up in case there was misunderstanding. I do agree that another opinion would be valuable, how I would use it is not general enough to be extrapolated, I can see the use-case of this command being comfortably exhausted without the mapper having to reload their map again but I might be unduly generalizing. How I see its use is the ability to test one surface (a building facade, road, wallpaper) change against the context of others you already have put down in DR. Replacing multiple brush surfaces in-game might be extra flexible but like you said it would be harder to do and I think it overlaps into regular DR functionality at that point.
  3. Hey, here is a little note-to-self/funny tidbit of note. Nbohr1more alerted me earlier to the presence of r_testSpecularFix in the beta thread and I've been checking out the differences intermittently while testing for other stuff. Overall it does look a bit poorer, there's less fresnels to go around, but it's definitely better math, metal is actually shiny now more often than not. Anyway, point being I was going through some of my old WIPs for testing now and I noticed a very stupid trick that the fix broke that I thought you'd get a kick out of seeing. I was making a glass material a long time ago that was basically a heathazewithdepth.vpf stage with a blend filter for the color of the glass afterwards and no need for a diffusemap. Consequently, I seem to remember that I couldn't make regular lights reflect off it, it seemed to need a diffusemap for that purpose. I ingeniously set up this code block: { blend diffusemap map _black rgb 8 } What it did was miraculously make specular work without the need of a specularmap keyword to be defined, and upping the rgb (to 8 and above) made it factor the lights more strongly. I loaded this map tonight and I saw that the specular practically disappeared between r_testSpecularFix 0 and 1. I dug in and realized that the mere rgb factor on the diffusemap used to bump the specular and that furthermore that was the reason I couldn't get the specularmap keyword to work without a diffusemap in hand. I reformatted it like this now and it works the same: { blend specularmap map _white rgb 1 } Here are screenshots of the difference that having a specular makes on this particular surface, for illustration: I managed to notice it now and I don't think anybody else uses this trick in their maps (even I don't anymore), but I think it's a very good abject example of exactly how this got fixed
  4. I was going to recommend Awaiting The Storm too, spent a good 10 minutes clicking on FMs on the mission page randomly because I couldn't remember its name, lol.
  5. Update: I'm now fairly sure that it's another .dds vs .tga issue. TGAs actually work with the makeAlpha keyword, but the thing is I'm 90% certain I've made it work with .dds textures (spec maps) before. I don't know if something's changed or I'm crazy, but at least I've narrowed the issue down to file formats.
  6. Hello, yes, specularFix 0 seems to do nothing with regard to the problem. Epifire's cubemap testing map could be a useful testbed (cabalistic posted about parallax cubemaps in his thread), provided one inverts the "Marble_Wall_001_mask.tga" texture so the mask is more clearly visible.
  7. Hey, the alpha masking material technique that I found about circa 2016 doesn't work anymore, as far as I can tell. I'm not sure what's causing it, but the map makealpha() or the gl_dst_alpha, gl_one blending mode doesn't seem to do what it did before. Something about the change from ARB to GLSL? Dunno. Can somebody who has an earlier version of TDM (2.07, 2.06) test this one for me? Put this snippet in a material definition that's used somewhere in a map: { maskcolor map makealpha (textures/darkmod/stone/cobblestones/flagstones03_shiny_s) //here I use the specular of the texture alpha 1 } { blend gl_dst_alpha, gl_one maskalpha map textures/darkmod/stone/brick/blocks_large_whitestone } In theory it should overlay a bricks texture but modulate it by the specular map of some flagstones. If it doesn't work try { maskcolor map makealpha (textures/darkmod/stone/cobblestones/flagstones03_shiny_s) //here I use the specular of the texture alpha 1 } { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen2 texgen reflect } That one is a cubemap stage that I've personally used before, so I know it should be masked... EDIT: This isn't a purely personal whim, Epifire's materials use this trick so I don't know if any of them with this thing have made it into the mod; if they have they'd be broken in a way that's very hard to spot but is important for them working correctly.
  8. Hello! That @ apparently did not catch me at all, so here I am almost 3 months later checking the thread manually. Yes. I still think it's useful. Can you elucidate how temporary "temporary" is? Does it disappear on map change/reload?
  9. r_useFBO was already set to 1 and updating to beta 3 did not fix the aliased font.
  10. Yeah I messed around a bit and that works. I've put another edit in my post and I want to amend the point about the aliased font. I've encountered another aliased text in king of diamonds, with the same parchment, so I'm beginning to think that rather it's that particular readable parchment gui that is the problem (though I have no idea why it would do that).
  11. Alright yeah, that fixed that, thanks. EDIT: BTW, it seems when you get too close to an object with SSAO on, you occlude it and it becomes black. I'm encountering this after I uninstalled a mission and started another one, the shadow maps also seemed to be pixelated and not soft like they should've been according to my settings. Other people testing be on the lookout. EDIT 2: Something weird happening in this skybox. (i don't remember what prefab this is but the texture is either clouds2 or twinkle_stars)
  12. I ran through most of Down by the Riverside with notarget to check if there's any outstanding bugs. I don't think the following have been reported here yet, spoiler tag for screenshots.
  13. From my previous message I don't want to gloss over just how balanced the locations are, considered in total. There's a keen, intuitive sense of pacing in terms of time you spend in one place and the detail that holds you to that place. I had a genuine feeling of discovery when making it to the waterworks (i didn't go through the main entrance), but once there, there was just enough to look around and explore that had bearing on my main objective, rather than an overabundance of distractions that would make me forget what I came in there for. The lack of goal-oriented design like that is what a lot of TDM levels suffer from, but this isn't one of them.
  14. An honestly nice mission. It's been a bit since I've felt that atmosphere of something always being around the corner, and the feeling of a city encircling you, even if the mission layout is very compact. Speaking of it, I enjoyed the use of the space, it didn't feel like it was a lot of wasted space or interiors you should've been able to enter but couldn't. I had trouble hitting the Expert loot goal since some of the loot was in locations not even lit to where you could see them. The openable crates, for example, I had no idea existed because I didn't have a precedent of being presented with an obvious one. The readables were serviceable, insofar as they mostly supported the gameplay and not any narrative but the environmental storytelling carried that load just fine.
  15. I mean... sure, the skinning comparison is legitimate but a bit misleading since in DR editing parlance "skinning" only applies to models and not world geometry. As to the possible implementation I've also now thought of a find-and-replace type string (that is like the dialogue in DR or, aptly, like .skin definition files themselves) in the form of r_surfaceOverride "textures/fromthis" "textures/tothis". That might be a bit too much typing/copy-pasting though, I think a "look at what you want to change" approach would be faster and more user friendly.
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