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STRUNK

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Posts posted by STRUNK

  1. @peter_spy @Springheel

    Ok, so this is a original skin for the cup:

    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
    }

    textures/darkmod/stone/flat/smooth_marble_white01 here should point to the material/shader right? But there is no smooth_marble_white01 in the media browser, however there is a image file in that location in tdm_textures_stone_flat01.pk4 named "smooth_marble_white01_ed.jpg" (but not smooth_marble_white01.* (dunno what extention that should be)).

    textures/darkmod/stone/flat/smooth/marble_white01 does exist in the media browser and this is it's shader definition:

    Spoiler

    textures/darkmod/stone/flat/smooth/marble_white01
    {

        surftype15
        description "tile"

        qer_editorimage textures/darkmod/stone/flat/smooth_marble_white01_ed
        diffusemap      textures/darkmod/stone/flat/smooth_marble_white01
        bumpmap         textures/darkmod/stone/flat/smooth_marble_grey01_local

        {
            if ( parm11 > 0 )
            blend       gl_dst_color, gl_one
            map         _white
            rgb         0.40 * parm11
        }
        {
            if ( parm11 > 0 )
            blend       add
            map         textures/darkmod/stone/flat/smooth_marble_white01
            rgb         0.15 * parm11
        }

        // TDM Ambient Method Related
        {                            
            if (global5 == 1)        
            blend add                
            map                textures/darkmod/stone/flat/smooth_marble_white01        
            scale            1, 1        
            red                global2    
            green            global3    
            blue            global4    
        }                            
        {                            
            if (global5 == 2)        
            blend add                
            program    ambientEnvironment.vfp    
            vertexParm        0        1, 1, 1, 1        // UV Scales for Diffuse and Bump    
            vertexParm        1        1, 1, 1, 1    // (X,Y) UV Scale for specular        
            vertexParm        2        global2, global3, global4, 1    
                                                                    
            fragmentMap        0        cubeMap env/gen1                
            fragmentMap        1        textures/darkmod/stone/flat/smooth_marble_grey01_local            // Bump                
            fragmentMap        2        textures/darkmod/stone/flat/smooth_marble_white01            // Diffuse            
            fragmentMap        3        _black            // Specular            
        }


    }

    Where the diffusemap is textures/darkmod/stone/flat/smooth_marble_white01

    So I think this diffusemap is missing in tdm_textures_stone_flat01.pk4 AND the skin is pointing to a none existing material/shader ... is this right or am I missing something?

     

    In case of the glowing bookcase it seems krrg and I are just missing a material/shader, or do you perhaps do have this "textures/darkmod/stone/flat/smooth_marble_white01" in the media browser and are we just missing an other material/shader and therefore have this glowing cup?

    Trying to understand how this all works : )

  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.

    marble.png

    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

    • Like 1
  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

    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.

    • Like 1
  6. @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.

  7. @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).

     

  8. 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?

  9. @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:

    Spoiler

    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
        }


    }

    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)?

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