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STRUNK

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Everything posted by STRUNK

  1. That got really wrong : D Also there are these hickups ... Seems these video screen fx (indeed @stgatilov) draw a lot of recources. I Looked at the fps in my diorama map, and is was 13fps, facing the diorama, when I turned around (hickupy) it got to 60fps. So be carefull!
  2. Exactly .. that sucks .. but I might have cunning a plan to solve that, but I doubt if having a camera "seeing" the video in a seperate room and showing it on a Camera Gui will solve it ...
  3. Hmm ... I found out that I get hickups looking around, when walking/running around a room with 1 videoscreen in it. With the 55 second OwlLoop it's far worse then with the one second goat loop, where It's barely noticable, but it's also there. @grayman I was just gonna post this. Can you try running and looking around in your map and see if hickups appear?
  4. @refl3ks The problem with silhouettes is that they are usualy black .. and that is the color that gets fully transparent, but you could use the non-transparent with a background behind the silhouette. You have to animate the silhouette in the video already, since the background (usually) is stationary. But, there are a lot of things thinkable within the possabilities.
  5. @HMart Well, making alpha masks for each frame and so on sounds complicated and I didn't get the material sugessted there to work BUT ... I did find a way to make the video transparent in a way that no stange things happen when there is a skybox in the background, with "blend add" !! So that makes the material a lot better! @grayman Improved material file for the transparent video: If you want to replace the code in the mtr you're already using, without changing video name and texture, use the following: For everyone who wants the video material for non-transparent and transparent video download it below: videoscreen.mtr
  6. @grayman Let's test preformance with 1 video and multiple screens in a test setup: 252 screens - 23 fps 18 screens - 36 fps 6 screens - 37 fps 0 screens - 40 fps //Since it's the same video, having 1 or some screens doesn't really matter it seems. 4x6 screens, 4 different videos - 17fps 4x1 screen, 4 different videos - 17fps //Using more videos ( in the same location?) really seems to be a bad idea.
  7. @grayman Never heard of that and I certainly don't think it would be something that can be done with an mp4. In a video editor you can, but you can't export it as such. Have you tried putting more patches behind eachother? Left is 1 patch, right 6 patches 0.125 behind eachother
  8. @stgatilov That is also something to keep in mind. Maybe if you want to have 4 different small scenes you can make a "multiview" setup so only 1 video is playing, and you can enlarge/shift the texture to the show the desired scene.
  9. Delete "blend gl_dst_alpha, gl_one" from the material file: video/video { qer_editorimage textures/editor/video nonsolid translucent noshadows { videoMap loop video/video.mp4 // with separate sound file remoteRenderMap 512 288 red 1 green 1 blue 1 scale 1, 1 translate 1, 1 } } You can also copy the code, paste it below below and call it video/video1 and link to video/video1.mp4 If you want to use more then one video you also have to make more of these materials. > !!See @stgatilov's comment above!!
  10. Woman standing in front of a window with a non-transparent video screen. video
  11. @grayman I saw that it doesn't like the skybox, and put that in the edited Owl post also. If you find something to make this work, that would be very nice. Also I found that when no light is hitting the patch you see no image at al. Maybe that could also be fixed in the material file. I only fumbled around with it not really knowing what I was doing : ) As for the sound, I didn't expect it to play and forgot to remove it from the video. In @Geep 's wiki there should be a separate audio channel added also. https://wiki.thedarkmod.com/index.php?title=Full-Screen_Video_Cutscenes
  12. @grayman Ah ok, in the download the audio is still there. I don't know. I got that video from youtube: https://www.youtube.com/watch?v=Kc2YeATxQyw
  13. @grayman You mean in the goat video, before it goes moonwalking? Thats from @R Soul's button:
  14. @HMart You are totally right. I can see that owl sitting somewhere in the distance, where you can't reach it indeed, but that goat, even if it's a 3d goat, I wouldn't put in a mission. You can ofc record a scene from your map with OBS and use that. About shadows; in the case of this transparent material: black is transparent.
  15. An other example of what can be done with thes transparent video screens. It doesn't like skyboxes though (see end of video). video A loop of the owl, shoud be downloadable here: Owl Loop Otherwise here: OwlLoop Attached the .mtr file I use. Just put it in your materials folder and make a video folder and put a video named video.mp4 in there. Then make a 16:9 patch and give it the video texture. videoscreentransparent.mtr
  16. @grayman It's lame I know, but something that can be done with looping video's on a transparent videoscreen : )
  17. Videoscreen goat ^^ https://streamable.com/bvftb
  18. I have, with the wiki of @Geep, made a video playing in game ... but I can't find a way to get the video to loop ... Does anyone know how to do that? Here is my setup: https://easyupload.io/7g1ci6 // Never mind, I found it .. just add "loop" in the material file: videoMap loop video/video.mp4
  19. Here you can manually download missions: https://www.thedarkmod.com/missions/ Maybe that works .. ?
  20. @Dragofer @VanishedOne I don't see those in the script reference at all ... maybe they should be added?
  21. The nightvision light is so low (as is ambient light) that it doesn't affect the light gem, I understand ...
  22. @Geep I wanted the script to be as stupid/simple as I could (not hard for I'm not a scriptkid), to have it "safe". : ) But somehow the func_mover_dragofer triggers itself via S/R, where a frob action is the stim and the response is triggering the script, if I remember correctly. But maybe just that is where it goes wrong with more then one in a map ...
  23. In my turret script I use getEyePos https://forums.thedarkmod.com/index.php?/topic/19601-the-trap-workshop/ vector head = $player1.getEyePos(); //Defines that vector (3 numbers) "head" wil be the position of the eyes of the player.
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