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Everything posted by AluminumHaste
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Appears all the links in that thread are dead and gone. I don't think Tels is around anymore either.
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Procedural dungeon (crawler) generation (swift mazes)
AluminumHaste replied to Tels's topic in TDM Editors Guild
Aaaaannnndddd it's all gone. -
Oh I see what you mean. Yeah I've run into a situation where it looks like a body is almost on it's stomach, pick it up to flip it over, only to have the player drop the body on it's stomach again. So I have to pick it up and drop it one more time to get it flipped over. Not sure what causes that, and yeah it is pretty annoying. But standing up and making sure there's enough room around you seems to help. I've noticed sometimes that if I pick up a body in tight spaces and drop it, it goes right back to the position it was in, instead of being flipped over. Might have something to do with it.
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It's pick up and drop, pick up and drop.
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Rotating bodies not immersive? What else do you want to be able to do? You can already drag the ragdoll from head, torso, feet, hands. Move it all around, push and pull on the points also. Please elaborate
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It's pretty great actually, I'm really enjoying it. I think what really helps is that I've never played System Shock 1. I started with the Thief series and tried SS2 and hated it. Then tried it again 5 or 6 years later and absolutely loved it. I've obviously heard about SS1 and how clunky it was etc, so never bothered playing it. I've watched some lets plays of it etc. I am a kickstarter for the remake, so looking forward to the final release.
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How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
It is, but there's a note in there: Note: This method of generating normals from photographs has been replaced as of version 4.1 with the Light Scan Node. EDIT: but if you do it right, it has really good results as the normal map is built from the height data generated from all the images. -
Could be failing SSD? You should run a chkdsk /f if you're in windows.
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How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
Looks like shadermap also supports Multi-Angle Light Scan, so you can get better results with a setup like this: -
How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
Found it, Shadermap 4 I'm confusing a couple of different programs that I used. The one where you take multiple images of the subject with lighting from all angles didn't work, there was too much noise. This was generated from a single image source that was flat diffuse lit. -
How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
I can't find or remember the program I used. What you needed to do was take a picture of some texture, and light it from 4 or more sides. So I used n, ne, e, se, s, sw, w, nw, and brought all those images into the program. It then computed the info from each angle and spit out those textures. It was a lot of work for 1 texture, and you have to either be very consistent with your picture taking, or use a tripod. -
How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
I'll have to dig and find out what program I used, this was made 2 years ago, man time flies -
How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
That's my fault, I stacked multiple copies of it in Photoshop as overlay in Photoshop, as I felt the original generated normal wasn't very deep -
How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
Also, in testing I changed the levels in Photoshop for the specular map. -
How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
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How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
Download the file I posted Edit: sorry, misread your post -
How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
And bloom does make it way worse, thanks. Turning that off helped a lot. -
How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
Forgot the editor image and fixed material file. https://drive.google.com/file/d/1_FD6GARVdk7EHZUYKngOiBfsJ7H-NrzM/view?usp=sharing -
How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
This is a custom texture that was made by taking like 50 pictures with a DSLR of the tiled floor in my basement. The program then created bumpmap and specularmap along with the diffuse. I've since toned down the specmap and diffuse, but it's still really shiny in game. Here, try it out. Just drop the pk4 in your base TDM directory, should show up in darkradiant. -
How to stop super shininess on textures?
AluminumHaste replied to AluminumHaste's topic in Art Assets
Yeah no cubemap. -
Is there a way to prevent this? Even with the specular map removed, at high angles the tile texture is very shiny. While the wood texture is not. The only difference between the 2 is the texture itself. I even changed surface type to wood in case that was causing an issue but it didn't help. Wood texture at acute angle to light source: Tile texture even with specularmap defined.
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Well when I go to extract the file, it's empty, 0 bytes.
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Thanks, I'm in bed now but if no one has looked at it by tomorrow morning I'll poke at it
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Can you upload the map file and we can take a look?
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Try opening the .bak backup file DR creates every 5 minutes.