Jump to content
The Dark Mod Forums


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by STRUNK

  1. @Bienie Ok good!! On to the next bug then : )
  2. @Bienie Did you try building a box around the tower (so you are 100% sure there are no leaks) and spawn in there, to check if the sound is still comming through? I had a problem with sound getting through wall's and I was sure there were no leaks so I tried the above and concluded there must be a leak somewhere. It was caused by having a piece of func static that I had to change to a brush.
  3. Congrats that you got it out for beta now Jack! I'd like to take the opportunity to sign up for no beta testing help, for I'd rather undergo the divine punishment Btw, if you might need help with the mechanics somehow, you can always ask ofc : )
  4. @ERH+ I found thins in the doom script events: https://modwiki.dhewm3.org/BindToJoint_(script_event) There is also this (but I think you're looking for the first one ) https://modwiki.dhewm3.org/BindPosition_(script_event) Hope it works in DR/TDM
  5. @refl3ks If you convert it to mp4 it would. You can do that online I found, haven't tried it and don't know if its safe: https://ezgif.com/gif-to-mp4
  6. @refl3ks What I did for the mage was using textures/darkmod/plaster/white_plaster01 as a background, and scale it down, so the graininess is almost gone, and lit that background up with the brightest white light. Then let the mage walk in front of it in the shadow, and (screen) record that with OBS studio (free opensource program).
  7. I'm looking for a pure white self lit material to act as background for recording silhouettes. There is a material already that should be just that, but ingame for me it's pure black. white_pure: textures/darkmod/sfx/white_pure { description "A pure white unreflective material that's solid but doesn't interact with light." // qer_editorimage not needed, it'll show up white in DR anyway forceOpaque solid sort 1 // Draw just after light interactions { blend add map _white } } Is this material black ingame for everyone, or, if not, how to make such a material?
  8. @HMart Maybe you know this: There is a texture named white_pure, and in DR it looks like just pure white, but in TDM it shows pure black? The material is: How to make this, or a new texture that is pure white, without shadows and self lit, without casting shadows, to serve as a background for recording silhouettes in TDM (with OBS or some screen/gamecapture software)?
  9. @Heuli I don't see it in the ingame downloads ...
  10. @refl3ks Thanx to @HMart there is a silhouette option now: Add this to the material file: Decreasing the resolution and bitrate seems to help a lot with preformance, also the video length matters.
  11. @HMart That sounds promessing. Is there a website where I can find all these opengl blend options that work for TDM?
  12. @Geep Doesn't seem to do anything indeed ...
  13. @STiFU That not a bad idea : ) A wiki can always be made once it's all sorted out.
  14. @Geep Seems like the hickups are the same with a transparent and non-transparent screen, also framerate is the same. @grayman I tried converting the Owl to 480p 16:9 and then I notice NO hickups anymore, and the quality doesn't seem to be changed in game, so that's good news!
  15. 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!
  16. 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 ...
  17. 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?
  18. @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.
  19. @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
  20. @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.
  21. @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
  22. @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.
  23. 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!!
  24. Woman standing in front of a window with a non-transparent video screen. video
  • Create New...