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datiswous

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Posts posted by datiswous

  1. On 6/5/2022 at 9:42 AM, Obsttorte said:

    As per request of @Dragofer I've updated the shader work from this post.

     

    gl_overlay.thumb.jpg.1c12ee77e56d037b588220851fca68d7.jpg

    The image manipulation takes place in the fragment shader gl_overlay.fs and can be tweaked as needed. I haven't found a way to pass arguments via the gui to the material to allow on the fly alterations, so the effect is static.

    Would it for example be possible to make a camera view which shows black and white, but the rest of the world is in color? So you could for example make a window that looks out in a black and white world. Or a black and white picture on the wall that actually shows an ingame scene.

  2. Maybe what's possible is make it a campaign technically, but at the start of the mission end it immediately, but before that you can have a mission intro, which looks like an outro. Sounds hackish and there's a (very short) loading screen for the second map I assume.

    I wonder if it's possible to skip the end of mission score screen.

    • Like 1
  3. On 6/28/2021 at 9:34 AM, stgatilov said:
    On 6/28/2021 at 2:51 AM, MirceaKitsune said:

    All missions have an intro, defined within fm/xdata/suffixed.xd file as maps/fm/mission_briefing. I would however also like to have an outro / mission_debriefing, same system / graphics / etc just shown after the mission is over just like the default is shown when it begins. The first question would be if there's any builtin system for such

    There is no way to do it in main menu GUI. Playing a debriefing video is the only option.

    Is this still the case? Seems kind of limiting. I see in multiple missions, outro video's that look like slideshows and could be done in a Timed Flowing Briefing and would probably look better.

    Edit: I guess maybe I could use a full screen slide in mid game right before mission end. Seems really complicated though..

  4. 12 hours ago, datiswous said:

    The use case is The hare in the snare mission intro. I followed the info from the wiki page, but the subtitles don't show up in mission intro.

    Actually, this could be because The hare in the snare uses it's own gui?

     

  5. I had subtitles correctly set up for a mission (at least I think), but they don't show up in-game. Would be nice to some info in console.

    The use case is The hare in the snare mission intro. I followed the info from the wiki page, but the subtitles don't show up in mission intro.

    I also encountered previously with the mission intro from mission Written in stone that although there was something wrong with the srt file, the subtitles didn't show up without error.

    There are a lot of things that could be wrong, so currently I have only trial and error in such situations.

  6. There's a missing material in core (the dds file and the editor image itself are present). If I include it in the materials folder of Requiem the 2 missing textures show up in game.

    Material:

    textures/darkmod/window/simple_square01_lit
    {
    	glass
    	noselfshadow
    	qer_editorimage	textures/darkmod/window/simple_square01_lit_ed
    	diffusemap _black
    	{
    		blend add
    		map	textures/darkmod/window/simple_square01_lit
    		rgb 1
    	}
    }

    2 options:

    1. Include the material back in core
    2. Include the material in Requiem materials folder
    • Like 1
  7. 5 hours ago, Moonbo said:

    but the two related to light textures are bugs that were introduced due to the game updating - you can see the proper textures on earlier let's plays.

    So the game links to light textures that were previously in core, but were removed? In that case they could be preserved ( by loading a previous version) and then included in the mission.

    I just played the mission under TDM 2.06 and indeed these 2 textures work fine.

    In fact I also made this screenshot, that I didn't upload:

    538052500_requiem(2023-01-1901-06-26)(-1248.31317_8836.37).thumb.jpg.c5bc4327b5e8498f2b9f402de1fb4abe.jpg

    This seems a similar light to that is also used for the (not working) bottom lights in the temple.

    I'll take a look and see if I can preserve the original look. Isn't there a cvar to see the texture url in 3d game view?

     

    • Like 1
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