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Xcen

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Posts posted by Xcen

  1. Messed around with Blender and need some help with the paths/something else.

     

    In Blender:

     

    appleve.jpg

     

    In Darkradiant with *BITMAP "//DOOM 3\Darkmod\tdm_mymodels02\models\darkmod\props\textures\apple_005_red.jpg":

     

    apple2a.jpg

     

    Maybe I missed something in Blender or it's the exporter. I don't know.

     

    In Darkradiant with a different path:

     

    apple3v.jpg

     

    tdm_myfood.skin:

     

     

     

    skin tdm_apple_005

    {

    model models/darkmod/kitchen/food/apple_005.ase

    tdm_apple tdm_apple_005_red

    }

     

     

     

     

    tdm_mymodels_kitchen.mtr:

     

     

     

    tdm_apple_005_red

    {

    qer_editorimage models/darkmod/props/textures/apple_005_red_ed

    surftype15

    description "cloth"

    noselfshadow

     

    diffusemap models/darkmod/props/textures/apple_005_red

    {

    if ( parm11 > 0 )

    blend gl_dst_color, gl_one

    map _white

    rgb 0.40 * parm11

    }

    {

    if ( parm11 > 0 )

    blend add

    map models/darkmod/props/textures/apple_005_red

    rgb 0.15 * parm11

    }

     

    // TDM Ambient Method Related

    {

    if (global5 == 1)

    blend add

    map models/darkmod/props/textures/apple_005_red

    scale 1, 1

    red global2

    green global3

    blue global4

    }

    {

    if (global5 == 2)

    blend add

    program ambientEnvironment.vfp

    vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump

    vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular

    vertexParm 2 global2, global3, global4, 1

     

    fragmentMap 0 cubeMap env/gen1

    fragmentMap 1 _flat //Bump

    fragmentMap 2 models/darkmod/props/textures/apple_005_red // Diffuse

    fragmentMap 3 _black // Specular

    }

    }

     

     

     

     

    apple_005.ase:

     

     

     

    *3DSMAX_ASCIIEXPORT 200

    *COMMENT "Blender 2.63a Ascii Scene Exporter"

    *SCENE {

    *SCENE_FILENAME ""

    *SCENE_FIRSTFRAME 0

    *SCENE_LASTFRAME 100

    *SCENE_FRAMESPEED 30

    *SCENE_TICKSPERFxRAME 160

    *SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000

    *SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000

    }

    *MATERIAL_LIST {

    *MATERIAL_COUNT 1

    *MATERIAL 0 {

    *MATERIAL_NAME "apple_005_red"

    *MATERIAL_CLASS Standard

    *MATERIAL_AMBIENT 0.0000 0.0000 0.0000

    *MATERIAL_DIFFUSE 0.8000 0.8000 0.8000

    *MATERIAL_SPECULAR 1.0000 1.0000 1.0000

    *MATERIAL_SHINE 0.0978

    *MATERIAL_SHINESTRENGTH 0.5000

    *MATERIAL_TRANSPARENCY 0.0000

    *MATERIAL_WIRESIZE 1.0000

    *MATERIAL_SHADING Cooktorr

    *MATERIAL_XP_FALLOFF 0.0000

    *MATERIAL_SELFILLUM 0.0000

    *MATERIAL_FALLOFF In

    *MATERIAL_XP_TYPE Filter

    *MAP_DIFFUSE {

    *MAP_NAME "Texture"

    *MAP_CLASS "Bitmap"

    *MAP_SUBNO 1

    *MAP_AMOUNT 1.0000

    *BITMAP "//DOOM 3\Darkmod\tdm_mymodels02\models\darkmod\props\textures\apple_005_red.jpg"

    *MAP_TYPE Screen

    *UVW_U_OFFSET 0.0000

    *UVW_V_OFFSET 0.0000

    *UVW_U_TILING 1.0000

    *UVW_V_TILING 1.0000

    *UVW_ANGLE 0.0000

    *UVW_BLUR 1.0000

    *UVW_BLUR_OFFSET 0.0000

    *UVW_NOUSE_AMT 1.0000

    *UVW_NOISE_SIZE 1.0000

    *UVW_NOISE_LEVEL 1

    *UVW_NOISE_PHASE 0.0000

    *BITMAP_FILTER Pyramidal

    }

     

    }

    }

     

    mesh

    .

    .

    .

     

    https://rapidshare.c...4/apple_005.ase

     

     

     

  2. $player_ambient_light.bindPosition( $player1 );

     

    void setup_objects()

    {

    entity light;

    $light = sys.spawn( "light" );

    $light.setShader( "lights/ambientlightnfo" );

    $light.setRadius( 384 );

    $light.setColor( .1,.1,.1 );

    // $light.noShadows( 1 );

     

    $light.bind( $player1 );

    $light.setOrigin( '0 0 0' );

    }

     

    void main ()

    {

    setup_objects ();

    sys.print( "\n Ambientlight created!\n" );

    }

  3. If you build around it you can avoid the light touching the skybox. Takes a bit more thought and area but it can be done.

     

    Maybe in a small sample map. In a larger twisted city map it's nearly impossible.

     

    First you have to use one foglight that covers the entire map. If you use more than one foglight you get ugly overlapping effects or strange looking areas without fog that doesn't fit.

     

    Second you are limited to high buildings and extremely short and narrow streets. The foglight has to cover the highest building so you need a huge area behind smaller buildings so that the player can't see the part of the skybox that touches the foglight. To place one foglight in a city map with a complex layout without touching the skybox is quite difficult. In Thief's Den or a map with one large street like St. Lucia this may be possible but not in a map like Fiasco at Fauchard Street which still has a fairly simple layout.

     

    This sometimes huge extra room behind smaller buildings kills every complex map layout and vertical play.

     

    Maybe I missed something. Fingers crossed ...

     

    It would be cool to see what the scenes look like additionally to the lightcount images

     

    http://forums.thedar...post__p__274883

     

    What is an "ambient blendlight" btw ?

     

    It's a normal blendlight that adds some "ambient light" to the scene. It looks a bit foggy and much more natural than a normal light with no shadow or the ambient_world.

     

    i wonder if you could get a very similar look in the end by simply using "ambient world + 2 lights + foglight", using careful tweaking of their settings.

     

    I tried this. You need the 3 blendlights. See the spoiler below.

     

    but they [blendlights] can be used to provide general adjustment of colour over a wide area.

     

    Can't recommend that. Most of the time it just looks strange. Same for the ambient_world. Colored foglights are a totally different thing.

     

    I'm also particularly interested to see what the blendlights are contributing to the scene.

     

     

     

    lightsdetail.jpg

     

     

  4. The colours represent the number of lights that hit a surface.

     

    Black = 0

    Red = 1

    Green = 2

    Blue = 3

    Cyan = 4

    Magenta = 5

    White = 6+

     

    ambient_world + 2 lights

     

     

    shot00075kl.jpg

     

     

     

    ambient_world + 2 lights + 2 blendlights + ambient blendlight

     

     

    shot00076kl.jpg

     

     

     

    ambient_world + 2 lights + 2 blendlights + ambient blendlight + foglight

     

     

    shot00077kl.jpg

     

     

     

    If the colours are correct, he ambient_world doesn't count as a light. Blendlights do count.

     

    The performance impact of a blendlight is much smaller than a light that casts shadows. But there is still a noticeable difference when you add them to a scene.

     

    In the first 2 scenes I get 63fps but the first one feels much smoother. In the 2nd scene I get barely noticeable micro lags thanks to the ambient blendlight that covers the entire scene.

     

    The third scene with 7 lightsources is still ok. I get full fps and it runs much better than most of the TDM Missions out there. The trick is that the two lights and their blendlight don't intersect with each other. Otherwise the entire screen would be white and you would get an interactive slide show.

     

    The main problem is that the sky is rendered straight over the foglight: http://forums.thedar...post__p__273424

  5. ambient_world: 0 0 5

     

    foglight: basic_fog; shaderParm3 1500; light_radius 768x1024x768; 240 25 20

     

    main blendlight for the whole scene: glare; 0 14 7

     

    left light: fallof_exp2_candleflicker; 38 49 65; radius 110 135 150

    left light blendlight: glare2; 0 10 10; radius 115 128 128

     

    right light: fallof_exp1_candleflicker; 38 49 65; radius 70 200 150

    right light blendlight: glare2; 0 10 10; radius 70 128 128

  6. WARNING: JPEG library error: Progressive JPEGs not supported, use regular JPEG instead[shaders] Unable to load texture: textures/darkmod/wood/wood_planks1_ed

    WARNING: JPEG library error: Progressive JPEGs not supported, use regular JPEG instead[shaders] Unable to load texture: textures/darkmod/wood/wood_planks2_ed

    WARNING: JPEG library error: Progressive JPEGs not supported, use regular JPEG instead[shaders] Unable to load texture: textures/darkmod/wood/wood_planks3_ed

  7. I have a problem with a skybox and a foglight.

    If the skybox is outside of the foglight's volume everything is fine but when I put the skybox inside it's rendered straight over my foglight.

     

    Is there a solution/workaround for this? Without cannibalizing the map layout or deleting the foglight.

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