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STRUNK

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Everything posted by STRUNK

  1. @krrg Again I can only select that texture in the surface inspector and not in the media browser ... so something seems to be messed up with that. The bookcase seems to be a bit transparent also, looking from the side ...
  2. @Springheel @krrg I have the same experience with that particular texture, it's lit up. This isn't a problem in a well lit area, but in a darker area it is. A lit up bookcase I have never seen btw. Btw textures/darkmod/stone/flat/smooth_marble_white01 is not to be found in the media browser, but you can select is as a shader in the surface inspector when you have this models/darkmod/decorative/vases/cup_marble.ase in the map. textures/darkmod/stone/flat/smooth/marble_white01, that is in the media browser, doesn't glow ...
  3. @krrg It's the material itself that glows. Somehow there is no real white marble that doesn't glow. The others that say white are all a bit dull in game. You might try to make other skins available for this model by copying tdm_models_decls01.pk4 > skins > tdm_decorative.skin , and paste it in the skins folder of your project. Look there for "skin cup_marble_shiny" Copy that, paste it and name it "skin cup_marble_white" , then you can change textures: skin cup_marble_shiny { model models/darkmod/decorative/vases/cup_marble.ase model models/darkmod/decorative/vases/cup_stone_large.ase model models/darkmod/decorative/vases/cup_stone_small.ase textures/darkmod/stone/natural/dark_dirty textures/darkmod/stone/flat/smooth_marble_white01 textures/darkmod/stone/flat/rough_marble_light01 textures/darkmod/stone/flat/smooth_marble_white01 } //this is the copy renamed and edited skin cup_marble_white { model models/darkmod/decorative/vases/cup_marble.ase //edit the second texture here textures/darkmod/stone/flat/rough_marble_light01 textures/darkmod/stone/flat/smooth/marble_white_001 } To make it easy, here is the tdm_decorative.skin file, including the part I changed, that you can put in your skins folder tdm_decorative.skin
  4. @Bienie I have not gotten into objectives yet, but might it be that you should have item_drop_1, item_drop_2 etc. for it to work? (Just a wild guess). If you can upload a map/test setup with the essential things for this puzzle I could take a look at it and try to understand what is going on. Otherwise you might ask @JackFarmer who has been making a lot of puzzles, and might now the answer.
  5. @Bienie In line 1222 I added "skin builder02_torn" and that seems to do the trick. I guess you have to do this for all the skins you want to use. Place the edited file "tdm_decorative_wall.skin" in your skins folder (or create one if you don't have it in your project). tdm_decorative_wall.skin Next bug plz : )
  6. @Bienie I tried it and with the default skin it works fine, though, if I use the skin you are using the same thing happens, it leaves a black rectangle. Looking further, there must be 2 skins: skin and skin_torn. So somewhere you have to add that _torn skin, that could be "portrait_in_armour_torn" fot it has the same frame. In the spawnargs there is "replace" that has to do with it, but it's the same with the working and non working skins .. so .. must be done somewhere in the skin defenition or something .. I'll go have a look if I can find something.
  7. @Bienie Ok good!! On to the next bug then : )
  8. @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.
  9. 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 : )
  10. @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
  11. @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
  12. @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).
  13. 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?
  14. @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)?
  15. @Heuli I don't see it in the ingame downloads ...
  16. @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.
  17. @HMart That sounds promessing. Is there a website where I can find all these opengl blend options that work for TDM?
  18. @Geep Doesn't seem to do anything indeed ...
  19. @STiFU That not a bad idea : ) A wiki can always be made once it's all sorted out.
  20. @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!
  21. 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!
  22. 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 ...
  23. 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?
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