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Posts posted by STRUNK
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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
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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.
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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
Spoilervideo/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!!
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You can stretch the texture a bit I guess ..
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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
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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
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@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.
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An other example of what can be done with thes transparent video screens. It doesn't like skyboxes though (see end of 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.
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It's lame I know, but something that can be done with looping video's on a transparent videoscreen : )
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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:
//
Never mind, I found it .. just add "loop" in the material file:
videoMap loop video/video.mp4
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I don't see those in the script reference at all ... maybe they should be added?
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The nightvision light is so low (as is ambient light) that it doesn't affect the light gem, I understand ...
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@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 ...
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In my turret script I use getEyePos https://forums.thedarkmod.com/index.php?/topic/19601-the-trap-workshop/
vector head = $player1.getEyePos(); //Defines that vector (3 numbers) "head" wil be the position of the eyes of the player.
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I had to put a monsterclip above them otherwise the would swim also above the water, so putting one just above the floor would fix the intersection, and about their behaviour .. well yes, it's just how it is. With search on they react strongly to explosions and all go to where the explosion was ... and then the game crashes : O
So, not perfect but nice to have these fish that @VanishedOne got to work for TDM: https://forums.thedarkmod.com/index.php?/topic/20318-arx-eos-fish/
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I love the actual mechanics of this thing!
Did you ever see this video on mechanical computers? https://www.youtube.com/watch?v=s1i-dnAH9Y4
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@Sotha has a very nice solution to this, I think; he binds a light he calls "nightvision" to the player here, so it will only light up a bit the direct area:
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@Geep
sys.trigger ($my_entity); https://modwiki.dhewm3.org/Trigger_%28script_event%29 So it would be:
sys.trigger($m_bob_entity);
I think .. but maybe not now I think about it ..
Playing in-game Videos
in TDM Editors Guild
Posted · Edited by STRUNK
@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.