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Wellingtoncrab

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Posts posted by Wellingtoncrab

  1. 34 minutes ago, nbohr1more said:

    There is a long term plan to evaluate whether allowing mixed legacy and PBR content the way that the "RBDoom3BFG" Doom 3 port does might be viable in TDM. If it turns out to be viable, then TDM would be able to use these "remix" textures natively without conversion ( again, as long as they are open CC assets and can be exported ).

    This would be awesome for productivity on new assets as since almost everything gets authored as PBR the “tweaking to make things look right” in bump/spec often is the longest (and most frustrating) part of the process.

  2. @JackFarmerThe “patches” are a good fit for this type of circumstance - a few go a long way

    @Dragoferyeah I would say crouching in the grass occludes the player vision in such a way it would not really be fair for the ai to look right through it, but maybe this can just be done via a trigger volume placed by the mapper?

  3. A small thing is the naming convention of the “Med” “Small” “Tiny” and then Patch “1”,”2”,”3” actually confused me a bit when first testing the assets. I assumed the ones labeled small/tiny would be the loose tufts you could spread around and the ones labeled patch would be the larger areas of grass but it is actually the other way around. This confusion only lasts as long as placing a couple assets though.

    On the gameplay side any plans for the denser area grass to have something like a configurable light gem modifier when the player is crouched in them?

  4. @kingsalNo nothing disappears at close range. It is just when you are standing in the middle of the dense grass patches the fact that they are cards becomes very apparent and the illusion of density is lost.

    As I mentioned this is quite difficult to get to hold up under that kind of scrutiny, but one thing from the original demo is that denser ground cover that is shorter in height would pop in very very near the player so when you are looking at a lower angle down into the grass it kind of fills in these gaps a bit.

    Don't know if that can even apply here - the original demo is a massive sea of grass so that near camera pop in was completely hidden where as these need to be a bit more flexible.

     

    • Like 2
  5. 6 hours ago, peter_spy said:

    Very nice, gives me the Dishonored 1 vibes, although with higher res textures :)

    Did you design these, using 3d elements baked into textures, or did some good old photo-bashing?

    Thanks! Dishonored is definitely a influence for these.

    So far everything is being done in substance designer using a base material I made. All of the height information is generated directly in the material (no high poly baking/no photo conversion) and comes from combining alpha elements sourced from the public domain (https://publicdomainvectors.org/, https://www.rawpixel.com/category/53/public-domain, etc), generators within substance designer, or alpha textures I just made myself which substance designer can bevel and extrude.

     

    • Like 2
  6. 2 hours ago, SeriousToni said:

    Couldn't you select both objects and rotate them just together? I'm not sure I did understand though. Maybe Greebo did :)

    I am just talking about rotating a single object. Say you want to rotate an object like a chair 45 degrees so it faces into a room from a corner. No problem - switch to the rotation mode grab the x axis and rotate the chair. Say you then decide the chair should lean straight back into the corner against the wall.

    If you hadn’t already rotated the chair you’d just grab the z or y axis and lean it backwards - but since you already have rotated it these operations will be done relative to the world axis not the orientation of the chair and it becomes quite fiddly.

    I have little experience in it and it’s been many years, but I remember in the unity scene builder the rotation tool can be changed between what I think was called “world space” and “local space” to handle this exact type of object manipulation.

  7. Thanks for all the development that’s gone into DR! Not sure how feasible it is but one thing I have found a little finicky is rotating meshes to a specific orientation when you need to do it across multiple axis using the the rotate tool.

    Not sure if this is the correct way to explain it but would it be possible to allow the rotate tool to toggle between rotating an object relative to the world axes and relative to the object itself?

    • Like 1
  8. On 10/31/2022 at 1:48 PM, Frost_Salamander said:

    I'm having this weird issue where copy/paste shader stops working properly.  It will paste the texture, but not the position/scale from where it was copied.  If you copy/paste between two surfaces with the same texture but different offset/scale, the result is it appears to just do nothing.

    If I restart DR, it goes away for a while but then comes back.  Is there a setting for this anywhere?  Anyone else getting this?  Because it's random, a bug report probably wouldn't be very helpful without proper steps to reproduce.  I don't remember ever seeing this before 3.5.0.

    I am having this exact issue as well. I have to restart DR periodically to keep the copy/paste shader function working properly.

  9. @MirceaKitsuneSorry I admittedly cannot follow your statement. You do not need to modify an existing material to make a new material definition and all you need to apply it to an existing model is a skin definition. So there is no need to be concerned about altering the look of existing materials or trying to color match them (which would be as you mention very difficult using colorization given all the color variances in a typical texture) when you can just make a brand new material definition and skin definition for this without touching core definitions at all. That is material not texture  so once you set it up I don’t see why a mapper would need to interact with an image editor, they would pick your new skin which references the new material and greyscale maps you have created and then will tweak the _color spawnarg just you are describing.

    Look at the light models in core which support the _color spawnarg - these usually have separate skins which denote they support custom _color or not. Same principle applies here.

     

  10. 8 minutes ago, Frost_Salamander said:

    I have an FM in progress but there is no way it'll be ready for the contest, I'm too slow 😞

    I feel you there!

    I have found attempting to participate at least a very good way to get something focused and rolling even if it is somewhat undermined by the inevitable impossibility of it ever being ready in time.

    Which is to say participating in spirit is still participating in my book!

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