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7318

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Posts posted by 7318

  1. why not go al the way up and give the ambient light a screen space reflection term, so the fresnel affected pixels would reflect what is behind them (at grazing angles) instead of a static term? this means that if what is behind them is way darker then the fresnel won't reflect anything, and if what is behind is is way lighter then the fresenel would take a portion of that reflected light, i guess you could use the specularity term of every texture to derive how much those fresnel effects do gather from the SSR term.

    • Like 1
  2. here are my settings:

    Quote

      <colourscheme name="OpenTechEngine" version="1.0" active="1">
        <colour name="active_view_name" value="0.498039 0 0.737255"/>
        <colour name="axis_x" value="1 0.498039 0.498039"/>
        <colour name="axis_y" value="0.505882 1 0.498039"/>
        <colour name="axis_z" value="0.498039 0.537255 1"/>
        <colour name="brush_size_info" value="1 0.898039 0.898039"/>
        <colour name="brush_vertices" value="0 1 0"/>
        <colour name="camera_background" value="0.25 0.25 0.25"/>
        <colour name="camera_icon" value="0.701961 0.913725 0.45098"/>
        <colour name="clipper" value="0 0 1"/>
        <colour name="default_brush" value="0.364706 0 0.219608"/>
        <colour name="default_entity" value="1 0.5 0"/>
        <colour name="drag_selection" value="1 0 0"/>
        <colour name="grid_background" value="0.239216 0.298039 0.298039"/>
        <colour name="grid_block" value="0 0 1"/>
        <colour name="grid_major" value="0.34902 0.498039 0.498039"/>
        <colour name="grid_minor" value="0.266667 0.333333 0.333333"/>
        <colour name="grid_text" value="0 0 0"/>
        <colour name="light_startend_deselected" value="0 1 1"/>
        <colour name="light_startend_selected" value="0 0 1"/>
        <colour name="light_vertex_deselected" value="0 1 0"/>
        <colour name="light_vertex_normal" value="1 0 0"/>
        <colour name="light_vertex_selected" value="0 0 1"/>
        <colour name="light_volumes" value="0 1 0"/>
        <colour name="patch_vertex_corner" value="1 0 1"/>
        <colour name="patch_vertex_inside" value="0 1 0"/>
        <colour name="selected_brush" value="1 0.898039 0.898039"/>
        <colour name="selected_brush_camera" value="1 0.898039 0.898039"/>
        <colour name="selected_group_items" value="0 0.4 0.8"/>
        <colour name="texture_background" value="0 0 0"/>
        <colour name="workzone" value="1 0 0"/>
        <colour name="xyview_crosshairs" value="0.443137 0.168627 0.431373"/>
      </colourscheme>

    and that's what they do:

    Spoiler

    1626469866_Capturadepantallade2020-12-1612-42-45.thumb.png.e70f21ee3d152c08ac8630728acccfc8.png

     

    • Like 2
  3. I couldn't complete the compiling, I got the following error:

    Quote

    patch/algorithm/General.cpp: In function ‘void patch::algorithm::weldPatchPool()’:
    patch/algorithm/General.cpp:379:10: error: ‘map’ is not a member of ‘std’
      379 |     std::map<scene::INodePtr, std::vector<PatchNodePtr>> patchesByEntity;
          |          ^~~
    patch/algorithm/General.cpp:17:1: note: ‘std::map’ is defined in header ‘<map>’; did you forget to ‘#include <map>’?
       16 | #include "patch/PatchIterators.h"
      +++ |+#include <map>
       17 |
    patch/algorithm/General.cpp:379:29: error: expected primary-expression before ‘,’ token
      379 |     std::map<scene::INodePtr, std::vector<PatchNodePtr>> patchesByEntity;
          |                             ^
    patch/algorithm/General.cpp:379:55: error: expected primary-expression before ‘>’ token
      379 |     std::map<scene::INodePtr, std::vector<PatchNodePtr>> patchesByEntity;
          |                                                       ^~
    patch/algorithm/General.cpp:379:58: error: ‘patchesByEntity’ was not declared in this scope
      379 |     std::map<scene::INodePtr, std::vector<PatchNodePtr>> patchesByEntity;
          |                                                          ^~~~~~~~~~~~~~~
      CXX      rendersystem/backend/glprogram/libradiantcore_la-GenericVFPProgram.lo
      CXX      rendersystem/backend/glprogram/libradiantcore_la-GLSLBumpProgram.lo
      CXX      rendersystem/backend/glprogram/libradiantcore_la-GLSLDepthFillProgram.lo
    make[2]: *** [Makefile:4200: patch/algorithm/libradiantcore_la-General.lo] Error 1
    make[2]: *** Waiting for unfinished jobs....
    make[2]: Leaving directory '/home/biel/code/doom/doom3/DarkRadiant/radiantcore'
    make[1]: *** [Makefile:753: all-recursive] Error 1
    make[1]: Leaving directory '/home/biel/code/doom/doom3/DarkRadiant'
    make: *** [Makefile:494: all] Error 2

     

  4. I'm on Linux, I got the following compile error:

    Quote

      CXX      map/namespace/libradiantcore_la-ComplexName.lo
    make[2]: *** No rule to make target 'map/AutoSaver.cpp', needed by 'map/libradiantcore_la-AutoSaver.lo'.  Stop.
    make[2]: *** Waiting for unfinished jobs....
      CXX      map/namespace/libradiantcore_la-Namespace.lo
      CXX      map/namespace/libradiantcore_la-NamespaceFactory.lo
      CXX      map/libradiantcore_la-ArchivedMapResource.lo
    make[2]: Leaving directory '/home/biel/code/doom/doom3/DarkRadiant/radiantcore'
    make[1]: *** [Makefile:750: all-recursive] Error 1
    make[1]: Leaving directory '/home/biel/code/doom/doom3/DarkRadiant'
    make: *** [Makefile:491: all] Error 2

     

  5. I guess this wish has already been posted...

    Could the key shortcuts be added to the menu functions, like in Blender? so people could learn the key shortcuts and proceed more efficiently.

    as an example, in the case of "Connect selected entities" in the Entity menu, display beside it's name the "ctrl + k" key short cut.

    And even maybe display it in a different colour or in Bold?

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