Jump to content
The Dark Mod Forums

nbohr1more

Development Role
  • Posts

    12752
  • Joined

  • Last visited

  • Days Won

    261

Everything posted by nbohr1more

  1. You can use the areaLock entity keyword on the cubic ambient or you can fade the ambient using the location system.
  2. r_volumetricEnable 0
  3. The higher LOD values enable volumetric lights. Try setting it to normal ( default value )
  4. What is your LOD setting set to in the Advanced video menu?
  5. 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.
  6. The in-game Ambient Occlusion
  7. I forgot to add easiest option 0 to my list: Tell players to use the Fresnel mod https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212 I usually pair with SSAO anyway so I guess it counts as option 1b.
  8. Should be where you intend the light center to be. Doesn't need to be precise since the images are blurred
  9. 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 ( at the spot where you intent to place the light-center of the ambient light ) then perform steps 2 and 3 on the envshot images.
  10. 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/
  11. I love it! @stgatilov ?
  12. A "stage keyword" converts the image to a normalmap. Material defs can have multiple normalmaps but the order impacts whether they are visible or not. You can also use the addnormals keyword to blend a Doom 3 heightmap with a Normal map Both heightmaps use grayscale images to represent height.
  13. We are currently sticking with 1024x1024 for all tiling textures. For characters models or complex assets, it is probably OK to bump up to 4096x4096. Just so there is no confusion, the old Doom 3 "heightmap" is just a grayscale image that gets converted to a normalmap and usually has lower image quality due to only having one channel of color. The new "heightmap" in 2.13 beta is for "Parallax Occlusion Mapping" ( POM ) and thus should at least have enough resolution to represent the 3D contours of the underlying texture. ( Maybe 512x512 min for a 1024x1024 texture? )
  14. The subtitles have been added in the mission database.
  15. @Bienie any objections to adding this to the mission database?
  16. I added the upscaled images to the mission in the database but did not bump the version number. If someone recently updated to the EFX version, they can delete and re-download it to gain the improved textures.
  17. After fiddling with this patch, I do like it but I am also now proficient in the "new 2.12 way" so I don't really have a preference I guess? I suppose we should offer this as an option? Here is the latest 2.13 SVN file patched with snatcher changes: Player.cpp
  18. I'll take a look. I don't have much skin in the game regarding this topic but I am a little frustrated about how awkward ragdoll manipulation now works. @Daft Mugi is probably the one who has the most investment in this topic.
  19. For those who haven't seen it, Arcturus made a little Christmas Demo in 2011: https://www.moddb.com/mods/the-dark-mod/addons/arcturuss-christmas-gift
  20. Thank you again @datiswous ! EFX has been added to the mission in the mission database.
  21. Are you sure you have v1.3 installed ?
  22. The console will print a location when you enter it. Use "con_noPrint 0" to watch in real-time.
  23. @kingsal @Sotha @SeriousToni@Goldwell The EFX sounds good to me. Most of it gets drown out by the loud ambient music ( which is fine ). Anyone wanna test this out and give a 2nd opinion before I add it to the mission database?
  24. New dev build version up: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-213-alpha-unofficial Compatible with the latest dev17251-10920
  25. Did you drop the book ( R ) then hand it to him?
×
×
  • Create New...