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Everything posted by Wellingtoncrab
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Fan Mission : Moongate Ruckusđť (4/1/24)
Wellingtoncrab replied to kingsal's topic in Fan Missions
There is a lightgem_adjust of -1.75 in this mission. Additionally the spawnargs for guards are adjusted to give the player more time between them being spotted and guards being fully alerted. Really I see nothing wrong in the video or when I play the mission. In fact I think the changes are good. When you are in a direct light source you become more visible, when you move into the ambient light level you are not. When you are spotted you are given a reasonable chance to correct for it. In my missions you will see similar stacks of spawnargs on ai, and I set the ambient_world light to ai_see "0" so the baseline for the player is always they are fully concealed outside of a direct light source, which achieves something very similar. That imo has a benefit over lightgem_adjust, as it does not impact every light in the game. Balancing guard acuity is a very common point of discussion amongst mappers. -
PBR update of the Darkmod's character model
Wellingtoncrab replied to Arcturus's topic in The Dark Mod
I would just agree and add this would be a pretty huge efficiency gain for new stuff. There is always a lot of understandable worry about the amount of time itâd take to get old assets updated to work in PBR - but man does it also take a lot of time to convert the output from any modern tools from PBR into bump/spec for the game. That also means we are already making PBR assets for the game - we just canât use them. So yeah - if the time comes to go down that road the standard for converting old stuff should not be âperfectly physically correctâ - it should be is it a close enough approximation of the original material - ie like @STiFUputs it - âgood enoughâ. This is pretty much what RBDoom3âs PBR conversion math does - if you look at screenshots it doesnât suddenly turn Doom 3 into a game that looks like it was *authored* with PBR materials - it just gets the doom 3 materials into the PBR render within some approximation of the original so that everything will render whether they were authored with PBR in mind or not. It is literally described as a âhackâ in the code which uses magic math to convert the specular map into a roughness map. As far as I know it doesnât even attempt to do something like make a metalness map. And hey - that actually looks pretty good! https://github.com/RobertBeckebans/RBDOOM-3-BFG/commit/5854242d7b882d29c7e20253b29284072d6a7f74#diff-b2a7b195ed7c2c983755815d54e2f8e4fe2641b69ce37cb229fd52e545a9c409R2128 Of course Doom 3 is the product of a single art team - so things like specular maps are going to be utilized to much more of a standard than we will find in all our stuff. Not sure our math would be quite so magic. But then almost any image to material software from the last decade could take a diffuse map input and provide a tweakable PBR result approaching âgood enoughâ: bitmap2material, materialize, etc.- 30 replies
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"All meat must rest to eat.... All meat must rest to drink.... So watchers and we will sees what goodsey bits they bring...." -Kingfisher IRIS has been updated to 1.3 Download via the link in the original post or here **1.3 is now available in the mission downloader** Changelog: Iris now makes use of script events which require TDM 2.11. Overhaul of the objective notification system to reduce notification spam when completing hidden objectives. Threads now have their own notification system and they are marked in the objective screen. Less weirdness when the player owns multiple pairs of glasses (though the glasses now sadly cannot be dropped). Hopefully this helps avoid them breaking. Huge list of other bug and polish fixes. New and expanded content! Known Issues: At some point all volumetric lights and alpha effects behind geometry "hidden" by the xray overlay ceased to be visible when the xray overlay is on screen. This unfortunately breaks some visual effects in the mission when using a certain item, but could not be fixed at the mission level at this time. https://bugs.thedarkmod.com/view.php?id=6538 I could not replicate the issue with soft locking the glasses, so can't consider the bug resolved, but I made as many changes as I could think to help prevent it. Carry the light of The Builder, unto its end.
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Link should be repaired in the main post! Let me know if you have any issues with it.
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@HMartI am not sure that is correct - you can even see in your screenshot that the green or "y" areas of the normal map are not shadowed correctly in game relative your point light. They are in shadow where they should be lit and the appear illuminated from the bottom when the light source is above. Here is another example: OpenGL: DirectX: Notice in DX how light source hits the tops of the tiles and shadows the bottom - where as this is inverted in openGL which does not look physically correct to me given the light position. It is very confusing given the legacy of the game being OpenGL, but I have learned from (painful) experience that directx formatted normals are what look physically correct in the game, at least in my opinion.
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Gosh you're right. As a result it only managed to snag spot #10 in terms of highest user rated TDM missions on thiefguild. Kingsal could make a mission where you crawl around like a baby in moon gravity and I might be right there with you saying it was a bad idea. It'd still be his mission so his choice.
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Sounds great. Unfortunately you don't have to get very far in any discussion about either changing existing gameplay mechanics or about giving players more in game customization options to see why mappers stop bothering with the debate club politics and instead divert the energy to do what they can to address what issues they can themselves. There is clearly also a disconnect between how people think they feel about these changes and how they do in practice. Kingsal's missions seem to be widely considered as some of the most polished missions in the game, because they are a holistic designs that look, sound and play a certain way. As a result I have never seen a player complain about something like the run modifier being increased in a particular missions thread and itâs clear there are very few players who are ultimately conscious of anything besides that the overall experience feels good. So there is reason these get adopted by other authors. The players are entitled to their opinion - but it's the mission authors choice ultimately. And I can only speak for myself, but I came to TDM because I saw working examples of things I wanted in my mission. These were not âstockâ or âstandardâ. They were achievable by virtue of the games extendability. If the day comes where we get locked out of that kind of control of our designs, I would probably walk.
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"May his iron mold the current as we were molded. May his instrument expel all obstruction as we are his instruments." - Collected Sermons of Master Plumber Roto Rooter Few would dare cross the Bridgeport Plumber's Guild. Fewer still could glimpse their secrets and live. CC0 POLYHAVEN PLUMBER PACK BETA Includes: Fully modular pipe kit with optimized shadow mesh, two skin variations and near perfect grid snapping at grid level 4 Moveable plunger prop which is fully compatible with the AI weapon system Worry free CC0 license All credit to the great polyhaven.com for the original mid poly meshes - consider supporting them on patreon. I just decimated and then rebaked the assets as well as converted the maps from pbr and made the additional model and material variations.
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I used the mission.cfg feature in IRI2.pk4 and can confirm it works and they revert correctly after a mission change (at least for the cvars I edited)
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The training missionâs job is not cover the diversity of FMs across the entire platform. There are lots of stuff in volta universe missions which are not covered: explosive barrels, ammo crystals, loot you dislodge by shooting it with an arrow, completely different undead AI with a completely different damage model, etc Just like in northdale missions: neutral/hostile areas, in game shops, simplified lockpicks, etc Why would you need to be told any of this is happening by anything other than the game itself? Thatâs how games communicate: you play them.
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You are confusing how the core game is packaged with a "standard". The âstandardâ TDM experience imo would actually be however the mission author intended the mission to be played. There are lots of different types of missions which as experiences deviate from anything packaged in the core game. You are not owed a disclaimer.
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Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com siteâs named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the missionâs story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but canât handle creepypasta without including an advisory the monsters arenât actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasnât intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
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Oh you mean the bug on the loot screen? No matter what I did, it wouldn't go away. But there's no need to worry, it's just a floating point precision issue and it can't hurt anyone, ha ha No problem. Upon the receipt of the cashier's check, the guide will be sent to your house within 10 business days. Thank you.
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The latch is just like any any other entity - you can use any model or func_static you like as long as the mechanism translates or rotates (or both).
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TDM Latch Pack (Beta) By Frost_Salamander and wellingtoncrab with special thanks to Dragofer Tired of picking another lock or hunting for that missing key? Imagine The City is itself an elaborate lock, and you are the key. Embrace progression through careful exploration and navigation of the environment. Embrace the latch pill: Included is a new entity type and scripting for a door mounted toggle lock, or "latch", as well as new CC0 assets and prefabs. https://github.com/thedarkmodcommunity/test-latch/wiki Example Video Asset Pictures All models and textures in this pack are released under CC0 license and may be used freely without need of attribution. We waive copyright to the extent that possible, but arenât lawyers. Latch Lock Features Supports single and double doors across all cardinal directions, as well as trap doors Uses the location system to handle context sensitive frob highlighting of the latch and the doors Automatically determines the correct latch state on map start based on the targeted door's "locked" spawnarg Options for rotate, translate, or both with unique sound slots for each Supports any model or func_static To get started head over and grab the latest release (available with or without demo content) and read the getting started guide. This is a beta release - so your feedback is appreciated!
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