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Spooks

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Posts posted by Spooks

  1. That's the thing, I do know of the baseline level of fresnel but I never remembered it being this strong. Memory's a poor judge, so if all the numbers are the same, it must be fine. As for splitting the specular into separate glprogs, I can't give an opinion on that, but duzenko's right in that we should be transferring to GLSL in general. I remember him saying he finally added support for it in #4431.

  2. As I said, I tested it on the testmap I uploaded in the aforementioned bugtracker. If you focus on the walls of the testroom and not the floating cubes, you can see that the light that's supposed to have nospecular still provides quite a strong shine.

  3. 1. There aren't any technical problems with patches intersecting, but you should watch out for 1) their ends sticking out of the other sides of walls 2) them having too many subdivisions (it's usually better to manually subdivide them in the patch inspector window, but not always!), 3) patches z-fighting with other surfaces (it happens more than you think) and 4) shadowcasting and the performance impact (if they're on the ground it might be prudent to turn them to func_statics and put noshadows on them).

     

    If you have patches that aren't the same length/width but are next to each other, be careful for the subdivisions/vertices to align in a way that doesn't create a seam between them.

     

    2. I'd like to say yes, there's more leeway, but theoretically if the AI gives chase to the player, any area accessible to them is fair game. I'll say if the area is completely inaccessible, e.g. up a ladder that the AI can't climb, then don't worry about putting brushwork below the patches. The clearance limit is about 16 units IIRC. You can use vertice selection to align the brush edges to more closely match the patch above, but it's a bit more finicky.

     

    3. I think the engine does its best to clear degenerate triangles, I'm least knowledgeable on this and it's perhaps why I don't worry about it that much!

  4. I've noticed that even if I have nospecular on a big light, there's still an awful much of fresnel reflections going on. I was going to reopen http://bugs.thedarkmod.com/view.php?id=4292 but after double checking the test map I uploaded back in '16 I see that no, the nospecular argument actually does work. It's the default specular you get with Enhanced Interaction Shader. Disabling that fixes the issue.

     

    I definitely remember the fresnel not being as strong as it is now, can somebody (thinking either nbohr or duzenko) check if the default values in the shader have been altered or otherwise messed up?

  5. Hey! I have a Pinterest board too. It's pretty good for collecting inspiration. Yours is private to me, so I can't access it. Ironically, mine is set to public but I won't be showing it here since I've gotta have a nice stockpile to keep the thread alive :P

     

    Here's a couple of my latest additions:

     

    North%20Gate%20reduced.JPG

    H1044-L83075975.jpg

    aaf5cfe0723490df8009c7eaf9912316.jpg

    • Like 2
  6. Hmm... I'm not sure if I understand it correctly, but it seems you can't use these in mods in any way, encrypted packs or not?

     

    https://www.textures.com/terms-of-use.html

     

    A lot of texture (and general resource distribution) sites have this type of disclaimer. It is protecting their own market, not prohibiting transformative work like mods. You're not allowed to do anything they're already doing by offering the textures. Section 2.2.f, which I assume you're worried about, refers to bundling textures as default assets from a seller to a consumer. 2.1.b differentiates bundling from incorporation.

     

    I enjoy that Second Life disclaimer very much though, thank you for the chuckle.

  7. I await to see the SEED implementation used practically in a map. If you use seed_watch_brethren and turn g_showEntityInfo on, you'll see that SEED combines entities as it pleases, meaning entities that aren't practically next to each other will have wild bounding boxes that will, no doubt, show up through VPs and overdraw.

     

    Another thing is the wiki mentions using hide_distance, but when all your entities are combined into one all of them hide at once. I tried to SEED combine the fencing in Parkins' house in KOD when devving it only to find that as a fun surprise.

  8. Sorry to interject:

     

    Is there an easily searchable directory structure for all entities, textures, etc... in DR?

    Complete with thumbnails and descriptions?

    In the wiki..?

     

    // similar to the fonts page

     

    Would such a thing be useful..?

    (it would be for me)

     

    I keep losing things and taking forever to find them if the texture isn't already in the media browser for easy access - I feel my life dripping away every time I open those windows...

    Goldwell had made a thread enumerating the pk4 structure, if you search his thread history you might find something useful in there.

  9. This is the code that toggles candle flames when you frob them while held:

     

     

     

    // Helper function for toggling light holder flames:
    void lholder_toggle_bound_flames( entity ent, float state )
    {
    	// tels: If the light holder has a script object and these two
    	// functions, simply call them and stop:
        if (state > 0 && ent.hasFunction("LightsOn") )
    	{
    		//sys.println("DEBUG: calling LightsOn on holder\n");
    		ent.callFunction( "LightsOn" );
    		return;
    	}
        else if (state <= 0 && ent.hasFunction("LightsOff") )
    	{
    		//sys.println("DEBUG: calling LightsOff on holder\n");
    		ent.callFunction( "LightsOff" );
    		return;
    	}
    
    	//sys.println("DEBUG: manual looping through attached entities on holder\n");
    	// otherwise manually loop through all attached entities:
    	entity child;
    	float ind;
    
    	for( ind = 0; ind < ent.numBindChildren( ); ind++ )
    	{
    		child = ent.getBindChild( ind );
    
    		// sys.println("DEBUG: checking child\n");
    
    		if( (child != $null_entity ) && (state > 0) 
    			&& child.hasFunction("response_ignite") )
    		{
    			// tels: call this in a sep. thread, otherwise it doesn't return until the 
    			// exti. animation+particle have finished, which can be several seconds.
    			// This would pose problems when you ignite/extinguish more than one bound flame:
    			thread callFunctionOn( "frob_ignite", child ); 
    		}
    		else if( (child != $null_entity ) && (state <= 0) 
    				&& child.hasFunction("response_extinguish") )
    		{
    			// sys.println("DEBUG: child had frob extinguish called on it");
    			// tels: call this in a sep. thread, otherwise it doesn't return until the 
    			// exti. animation+particle have finished, which can be several seconds.
    			// This would pose problems when you ignite/extinguish more than one bound flame:
    			thread callFunctionOn( "frob_extinguish", child ); 
    		}
    	}
    
    } 

     

     

     

    As you can see Tels had specifically set this up so it extinguishes def_attached flames which by their nature cannot show their light radii in DR. I think it's too much of an uphill battle to attempt to change this.

  10. At this point in my FM, probably not, but I was hoping to push out a set of candles with adjustable lights for general use to the community. If the colors, radii and texture were kept the same, they could even replace the ones in tdm_candles made by one Mr. Springheel. 'Could' being a key word here, as I don't know if they'll keep backwards compatibility if changing the candles to the "adjustable light" type would require changing the scriptobject or any of the action scripts the current ones have.

  11. Hey all. If I can generalize here, we have two types of lights in TDM, models that have lights attached to them and lights that have models attached to them. The former (e.g. candles) can't have their light radii and color changed. The latter (e.g. some of the new lanterns) can. I want to make some candle entityDefs that are the second type - adjustable light radius, the works. I've been digging in the definitions for our candles and it's quite a mess, however. Before I sink more time in, if anybody else has experimented can you tell me if it's even feasible? I worry that it may not be since candles are uniquely moveable and every light-first entity I've seen isn't.

  12. Hey,

     

    I have some smoke coming out of chimneys, and wind blow, with clouds moving. I'd like the smoke to look like it's effected by the wind.

     

    is it possible to have the smoke column inclined at some angle from vertical and angle to the horizontal? ie to incline same direction the clouds are moving?

    The easiest way is just faking it ;)

     

    Browse to the particle you're using in the Particle Editor, duplicate it (or you can overwrite it if you're lazy, the overwrite will only be effective while your FM is installed anyway so no biggie), then edit the gravity so that the smoke is falling at the pace you want. Don't check "use world gravity". I assume you'd have to rotate your func_emitters sideways so it actually looks like wind, but that should be it, I think.

    • Like 1
  13. By my guesses the pop in happens only when you enter a zone for the first time or when you travel between three zones fast. The latter case is fixable by setting your 2foip spawnargs to a longer fadein/out. The former I could only guess happens because even though the sound shaders are supposed to be "precached" they still load for the first time, making them skip fadeins. Perhaps making the sound shaders consist of two files makes the system load both, skipping the fade on the silence (which doesn't cause a pop, obviously) but it still works for the song proper. Again, all conjecture.

  14. I had to load a high specularity texture just to make sure it worked.

     

    gVJiBt9.jpg

     

    Sure enough, the specular's still fuzzy. I made sure I replaced the vpf correctly by disabling it and running the scene again. Without it, the wall on the left and the one on the right are corrupted, so it's definitely an improvement, but still not there. It's not that one side of the cubemap light is buggy and the other isn't, if I put the high spec texture on the left wall the specular will get fuzzy too. In addition I've noticed the left (in picture, down by default) image in cubegrate6 is inverted, I checked the textures of it to be sure and it shouldn't be the case. Same with or without the new .vpf.

    • Like 1
  15. I think it would be great to have a comprehensive material reference page in the wiki, with code and pictures, since these questions repeat quite often. It's a huge task, but it would be great to have something like this: https://docs.unrealengine.com/udk/Three/MaterialExamples.html

    https://www.iddevnet.com/doom3/materials.php fills the gap well enough, I think. idtech4's materials aren't as complex as UE3's. At the very least a mirror of iddevnet's resource over at our wiki would be better than the nothing we have now, though, as you never know when a site might go down.

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