Jump to content
The Dark Mod Forums

STRUNK

Member
  • Posts

    569
  • Joined

  • Last visited

  • Days Won

    19

Posts posted by STRUNK

  1. @grayman

    Let's test preformance with 1 video and multiple screens in a test setup:

    252 screens - 23 fps

    STRUNK-2020-03-31-23-21-46.jpg

    18 screens - 36 fps

    STRUNK-2020-03-31-23-23-29.jpg

    6 screens - 37 fps

    STRUNK-2020-03-31-23-32-31.jpg

    0 screens - 40 fps

    STRUNK-2020-03-31-23-24-21.jpg

    //Since it's the same video, having 1 or some screens doesn't really matter it seems.

     

     

    4x6 screens, 4 different videos - 17fps

    STRUNK-2020-03-31-23-49-47.jpg

    4x1 screen, 4 different videos - 17fps

    STRUNK-2020-03-31-23-54-01.jpg

    //Using more videos ( in the same location?) really seems to be a bad idea.

     

    • Like 1
  2. @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

    STRUNK-2020-03-31-19-57-04.jpg

    • Like 1
  3. 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

    Spoiler

    video/video //transparant
    {
        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
            blend gl_dst_alpha, gl_one
        }
    }

     

    video/video1 //non-transparent
    {
        qer_editorimage textures/editor/video
            nonsolid
            translucent
            noshadows
        {
        videoMap loop video/video1.mp4 // with separate sound file
            remoteRenderMap 512 288
            red        1
            green    1
            blue    1
            scale 1, 1
            translate 1, 1
           
        }
    }

    If you want to use more then one video you also have to make more of these materials. >  !!See @stgatilov's comment above!!

    • Like 1
  4. @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

    • Like 1
  5. @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.

  6. An other example of what can be done with thes transparent video screens. It doesn't like skyboxes though (see end of video).

    STRUNK-2020-03-31-02-02-50.jpg

    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

    • Like 4
  7. @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 ...

  8. @HMart

    I had to put a monsterclip above them otherwise the would swim also above the water, so putting one just above the floor would fix the intersection, and about their behaviour .. well yes, it's just how it is. With search on they react strongly to explosions and all go to where the explosion was ... and then the game crashes : O

    So, not perfect but nice to have these fish that @VanishedOne got to work for TDM: https://forums.thedarkmod.com/index.php?/topic/20318-arx-eos-fish/

×
×
  • Create New...