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Posts posted by ERH+
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Is there any equivalent of Precursors in TDM universe, or can I use this name?
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Would it be less resource consuming if I make "shadow only texture" sculpture and cover it with 2D patch, than just painting sculpture with standard texture?
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Is there any way to get shaped shadows out of partially translucent texture, like grates or leaves?
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Patches, but in lowest grid their soft (green) vertices refuse to bend surface. To make a rounded shape I need to place several vertices manually.@ERH+: Did you build the helmet using brushes or patches? (It looks like brushes).
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This one will be less futuristic. Now it have its own collar so will fit any AI model. Sorry for poor light.
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That is a main problem with choosing aesthetics: it will either end with Big Daddy or Space Odyssey.
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Yes I'm doing a submarine mission, with trip to excavation site on sea bottom.
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This guy is a submarine crew in emergency breathing device. It looks to me a bit too much like doom stuff, what do you think?
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From other side, some TDS players complain that they don't even know doors were closed -too much automation is also not good. Depend on particular mission.
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Game mechanics remind Deadly Rooms of Death.
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Does anybody have problems with MD5 animation viewer? After playing a bigger number of animations it slows down, then DR crashes.
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I need an invisible skeleton, but it should still cast shadows. I have to make custom texture, or .skin file? I checked "A night to remember" for its invisible head and ghosts, but I still don't know how to edit/ what to copy.
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//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?
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I'm not sure what I'm looking at: "translate time * X", "time * Y" are vectors, and "//rgb storm2table[ time * .1 ]" is speed?
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Yes, yes, and what what I want to do. I want a moving light texture. Texture for light source, like spinning fun, or sliding clouds. I know how to make a static light texture, but have no idea how to animate it.
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I have light to be projected close to water surface, and naturally moving reflections should be cast. Or any sort of moving light texture. ambientlightinfo_clouds could do, but it need to be faster and more chaotic.
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Is there any animated light texture with water reflexes, and how should .mtr file look for such one?
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I thought m_c role is to delete areas from AAS net, so there will be no difference between m_c all over a region, and m_c just sealing path to it.
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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?
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" 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?
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Thanks for info. There was some problems with doubled brass key, but this is something new. "Unable to open any door, or operate objects" is known bug when used object is referring to missing files, like map or book without addressed picture or text. I will try to figure out what could be wrong with key.
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Can I trigger texture movement on a static surface, just as I can trigger gears in elevator? I have looping cable on wheels in elevator shaft, and it would look appropriate if texture would move as long as wheels spin (in both directions).
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Small size means that he can hide in chests and under tables. But AI could be more demanding.
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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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Things that could be improved
in The Dark Mod
Posted · Edited by ERH+
I don't know if it is a good thread, but Objective Editor could have a big text window for comments: how things work, what and where should happen, etc.