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Spooks

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Everything posted by Spooks

  1. Naturally, older missions would have less details in them, if there is a way to sort FMs by release date (either on the wiki page or on the website's mission page) that might help. It's harder to pull up missions with good performance from memory, much easier to do for missions with bad perf, lol. Um, I guess Spoonman's levels? I've noticed that all of his builds are quite elaborate but all built out of relatively simple brushwork, so I think you'll have luck with running his FMs. They're fun to boot, as well. Fullmoon Fever can get choppy outside, but I think both The Ravine and KotM are good.
  2. Finished it! Glad I decided to pick it back up tonight, turns out I didn't have much left. I decided Deacon needed to drunkenly trip over and fall from the pier, I was getting worried that it was taking him too long to drown, but he managed it, so good on him (and on the game for still supporting that mechanic!) I did have some trouble with the optional objective, though. No matter where on the desk I dropped the note, it never completed.
  3. You got it right on the geometry front. Lights in foreground? Two. Green spotlight and a blue moonlight that is only really visible in motion (though you can spot the specular on the right wall). After the gate you can count three more. I've grown dissatisfied with the state the map this particular screenshot is from and I'll very likely be gutting it and redoing the greybox to something less rushed. This was supposed to be the speedbuild, but I guess I can't let speedbuilds be that when I sink my teeth into them. For now though, and this is a rare diary entry in my own thread that I should probably be updating more often, I think I'll come back to an old WIP, roll up my sleeves and do some much needed work on another sewer section.
  4. Judith actually hacked together a kind of rim light consisting of a radial gradient texture on a cubemap (IIRC), I'm sure he can re-post his steps here. In general I've always found the Deadly Shadows rim light frob highlighting a bit better, but even if you undertook the task of find & replacing all the old frob highlight code in the materials, I can't think of anything else that would benefit from something like that ATM.
  5. It is a custom texture, along with the blend for the walls. We don't have canal muck/wet sand so I thought of making one myself.
  6. Not working on this right now, so it goes in this thread rather than the other one. Three month old work:
  7. Don't misunderstand, I refer to the wireframe mode in DarkRadiant as being unusable, rather than r_showtris 3 in-game, I am aware that the tri visualisation gets culled by the visportals. I also aim to draw a purely visual analogue between the two wireframe modes. While, yes, the purpose of the wireframe mode in-game is to visually represent polygonal density, I believe the aim of the wireframe mode in DR is to provide a cleaner, less cluttered visualization of one's map, which I believe is quite impossible without the type of object (eg. brush, model, etc) occlusion I was talking about in my previous post.
  8. I've been thinking about an option for the wireframe view of the camera mode that grants extra occlusion. Right now, a brush can't occlude another brush/model behind it, but it occludes its own, backward facing edges. In a large map the wireframe mode is more or less useless because it's just a mess of white lines. If it were more akin to how r_showtris 1 looks in-game (versus how it is now, which would be r_showtris 3 in this analogy), I think that would be far more useful.
  9. I had to search all the way to 6/2017 in the Discord to find the screenshot of the bug in there, I tried to reproduce it with the paintings in there, and many more, to no avail. The new version of cubic lights doesn't have specular interaction anymore, but just to make sure i looked at painting_01_s.dds and the texture is fine. It's no longer an issue, then. Do try to put a cubic light like lights/ambientcube/cubedefault and models/darkmod/furniture/grandfather_clock.lwo near each other though, it completely deforms the wood texture in my tests.
  10. Flares are sprites/billboards, emissive materials are indeed shader driven. The deform keywords are simply used to always make the texture face the viewer without having it be a decal in-editor (at least IIRC). I've never worked with UDK but I recall that Dishonored had volumetric looking glow for their hanging lamps that doesn't suffer the same problems as our glare particles. It might just be a nodraw model with an emissive material glow to fake volume. Tricks like this are what this would be most useful for, as our post processing already does a good enough job with bloom, esp. on 2.06. Emissive maps ought to be grayscale bitmaps with the shader handling them having some parameters like the spread of the glow (i'm thinking photoshop 'spread') and a strength value that doesn't modify the grayscale values of the map itself, so it won't just act like a Levels filter. e: yes, yes, Judith mentioned one of the test lamps had an orange emissive map, they should have some way to be colored, of course. Is allowing RGB images the best approach? That is a lot of data, but I suppose that can give you the most control (over tinting it in the material) if you're working on a set-piece model for something pagan, perhaps, so I correct myself on the grayscale part.
  11. The grandfather clock has a pure white specular, whether through the material file definition or through the texture itself, I haven't checked. Same for the painting models, iirc, specifically the frames. Any model should be tested against cubemap lights to check if their specular makes them glow like hell, imo.
  12. You can put a cone model/brush with translucent textures but it won't look that good. Of note is that the shadertoy link presents volumetric lighting but the screenshot is god rays, which are a post-processing effect (still a shader, but different; they're always based on your view). I (and I know Judith, too) am waiting for the day to come where TDM might have the emissive materials from UE3 so that we may throw the current, ugly particle hacks for faking volumetric lighting away.
  13. That's the point, raise of hands, any currently active mappers who can fluently code in GLSL. My worry is that nobody will actually edit the shader and will use it stock out of the box. I know the point of this particular one is just to ship something experimental as a proof of concept for 2.07, but I'm warning you that no one will go the extra mile, or ought to for that matter if their time would be better spent on level layout and asset creation.
  14. Yeah, I'm sorry. I checked and it loads image maps. It's just that the material and diffuse map names are often the same names, and for some reason I misremembered image maps being declared with their file extensions in the material files, which is why I made the assumption. Shows how long I've been away from editing. The console log messages even say "couldn't load image" but I didn't pay attention. Apart from the blunder, the potential flexibility still bothers me. How much could an end-user (a mapper as opposed to a coder) affect the properties of the shader through editing the properties in the material file?
  15. The material load errors are when I try to replace the example materials in the fragmentMap fields with other ones from the mod. Some refuse to load, you can see it visually as well as in the console. I'm saying the shader doesn't display certain materials when they're used in it. You say controlling opacity, simulating interactions, etc. is the mapper's choice? How is it the mapper's choice, are they to edit the shader themselves? Yes, pretty much what HMart said.
  16. Spectrum doesn't seem to do much, commenting it out still doesn't make light interact, that might be due to blend add but I don't remember if that's how it worked. Getting ahead of myself, I was unable to make it show up with the .exes from the binaries provided above, but the notools.exe did it, so yes, okay. Initial tests: some materials cannot be loaded in the shader, I checked the example materials and a cobweb mat that worked, they all had the translucent keyword, is this the determinant? Transparent decal materials with alpha test did not work, neither did regular brick textures. But then, a glass crack decal with 'translucent' did not work, yet graffiti/cockwit worked. Any uses for the flags in the vertexParm line? The first value seems to do something but it's very hard to tell what. The images seem pre-programmed to scroll, and I see each stage has its own scroll direction and speed, one of which being static. It might be useful to give some kind of control to that via the vertex parameters. What about the opacity? Could there be more than 3 fragment maps? Is that a hard limit? --- I initially thought straight up image maps would get plugged into the shader, but materials is way better for multiple reasons. Why no light interaction, though? If materials are being blended, there might be interesting effects that may be achieved with normal maps, like clouds reacting to moonlight inside the skybox. Would it be hard to do inside the shader? Related to that, you said multi-stage materials caused a lot of overdraw, but this shader still displays mats instead of image maps. Does the simple fact that all of the materials are rendered through a shader (inside a single material) nullify that? I don't particularly need to know why, but rather if it is truly more efficient.
  17. As a heads-up, if you want feedback on a particular build of the shader, you're going to have to be attaching the glprog here too, as I don't have access to SVN. e: and I should know if there are any SVN-specific dependencies that would make it look wrong on stock 2.06, I assume not.
  18. Alright, here are the map and material file. I'm working off the root, so just place them in <root>/maps/skybox_demo and <root>/materials respectively, no need for an FM folder for two loose files. I've put in the tdm_foggy skybox prefab, a fairly standard skybox, then replaced the sky dome inside it with one textured with the "textures/darkmod/nature/skybox/glsl_shader_demo" custom material. The contents of said material are a copy of the twinkle_stars material, you can empty it and set up the shader program inside as you want. The map has a foglight and a transparent alpha-test decal, so you can visually see if there are any problems with those. skybox_demo.map.txt skybox_demo.mtr.txt
  19. Is there a "Collapse All" contextual menu option for the Media Pane folder tree? It's always tiresome to just hold left cursor key until all the folders inadvertently opened by the search function get collapsed, just to be able to manually search when the search bar has failed you. I'd say it'd be a very low effort, good quality of life improvement. "Expand all" could also be added, though I don't see why anyone would want to click that.
  20. Sure, I'll volunteer. I've been slacking on participation in the community so this should be nice. I have intermediate - but not expert - knowledge of skyboxes and very little knowledge of shaders, but I know enough to be able to type in a texture map into a tex shader input field in the .mtr, lol. Shoot me a PM if you want, I'll be available this Fri and Sat and free on Sun and Mon.
  21. In addition, you can set a model up with the "climbable 0" spawnarg from the entity pane, which will prevent mantling. The fences are in the darkmod/architecture/fencing folder iirc.
  22. Feels like a month since I've touched DR, real life is so busy... If you're waiting on my next FM, I feel you, sometimes it feels I'm waiting on myself too...

    1. Show previous comments  2 more
    2. SiyahParsomen

      SiyahParsomen

      Well, only fan mission that I'm waiting is yours. It's a bit sad to hear you haven't touch DR for months, but real life is the top priority always. I can wait for next summer to see how you managed that stunning environment lighting.

    3. Bienie

      Bienie

      I feel the same way sometimes! Sometimes I hit a snag, and it can stops my will to map for weeks.

    4. Dragofer

      Dragofer

      Yes, unfortunately TDM mapping isn't really something you can do continuously. But once you do get back again it'll be with fresh vigour and creativity.

  23. Oh, thank you very much for that .fx, lowenz, I'll be adding that to my ReShade config. FoV distortion has been the biggest pet peeve for me in 3D games, it seems it's not a priority, nay, even a consideration, for most developers at all. For another example of working curvilinear perspective in a game engine closer to ours, there is this mod: http://strlen.com/gfxengine/fisheyequake/ @nbohr Me, I've toyed with fovRatio plenty. It's not really perfect, if anything it just distorts the picture more.
  24. This is the second time I'm watching this talk, and this time around a lot of the points are starting to hit home for me.
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