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ERH+

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Posts posted by ERH+

  1.  

     

    //Author: Dram

    textures/water_source/sea_wave_01

    {

    qer_editorimage textures/water_source/sea_wave_001

    discrete

    nonsolid

    water

    translucent

    {

    blend diffusemap

    map textures/water_source/sea_wave_001

    scroll time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * -1.1) , -0.2 * sintable [ time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1))]

    scale 1.2, 1

    rgb 0.6 - 0.4 * ( sintable [ time * parm5 * -2] )

    }

    {

    blend diffusemap

    map textures/water_source/sea_wave_001

    scroll time * 0.06 , -0.2 * sintable [ time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1))]

    rgb 0.6 - 0.4 * ( sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * -2)] )

    }

    // TDM Ambient Method Related

    {

    if (global5 == 1)

    blend add

    map textures/water_source/sea_wave_001

    scale 1.2 , 1

    red global2

    green global3

    blue global4

    }

    {

    if (global5 == 2)

    blend add

    program ambientEnvironment.vfp

    vertexParm 0 1.2 , 1, 1, 1 // UV Scales for Diffuse and Bump

    vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular, Z: ambient reflection scale

    vertexParm 2 global2, global3, global4, 1

    vertexParm 3 0

    fragmentMap 0 cubeMap env/gen1

    fragmentMap 1 _flat // Bump

    fragmentMap 2 textures/water_source/sea_wave_001 // Diffuse

    fragmentMap 3 _black // Specular

    }

    }

     

     

    And this is sea_wave01 material, it moves in both directions. How can I apply this bobbing movement to light texture?

  2. Just spotted interesting thing about malloc error, with lots of "door xxxx is not within valid AAS area" notifications. Error didn't occur when I deleted all AI. After a while I spotted that crucial change was huge monster clip brushes covering "horizon" of map. Changed them to standard walls, only surrounding playable area, and problem was solved. So inside/volume of monster clip is not neutral for AAS calculation?

  3. " AI walking over a lone monster_clip brush that has no entity core will sink into it by about 28 units. This means that if you make an invisible AI-only bridge of monster_clip then it needs to be 28 units higher than where you want the AI's feet to touch. So a channel with side walls with top surfaces at 100 will need a bridge whose top surface is at 128 in order for the AI to walk smoothly across flush with the side walls. Because 14 to 16 is the maximum step height for an AI you will need a short step of monster_clip at the entrance and exit for the AI to get on. So this step might be 14 units high but can and should be very shallow - even one unit deep is enough for the AI to pass smoothly on to the main bridge. "

    http://wiki.thedarkm...zontal_Surfaces

     

    I had similar problem with func_static stairs, monster_clip somehow override func_static collision model (for AI legs). I don't remember it well but changing monster_clip to NoDraw_Solid may change it?

  4. It is hard for me to separate actual music quality apart from game experience and sentiment. I guess I wouldn't care about some of those, if it wouldn't be attached to a good mood of particular game.

    Deus Ex1 -Majestic12: youtube.com/watch?v=OrJQw9u4U_w

    Hired Guns (Amiga): youtube.com/watch?v=0WYUb8f_UqY

    Hero Quest2 -Ingame: youtube.com/watch?v=8PR5wc-ULwE

    Chaos Gate: youtube.com/watch?v=zjrfAfbt72Y

    Silent Hill2 -Overdose Delusion: youtube.com/watch?v=FxrDCLrd89w

    UFO Aftermath -Geoscape1: youtube.com/watch?v=E62h92ZP_Jw

    Severance Blade Of Darkness -atmosphere16: youtube.com/watch?v=7XJhaGkI_Zs

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