Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/ambient/' or tags 'forums/ambient/q=/tags/forums/ambient/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I'm running TDM v 2.10/64 #9588 and I noticed a bug with ambient sounds. If you have two adjoining locations with the same ambient soundtrack but set to different volumes, the volume does not update if you move from one to the other.
  2. Haven't tried 2.12 yet but I want to ask,any work done on ambient occlusion? I have found it to improve the looks of many missions but it didn't work well always. For example when changing your view some of the fixed shadows in the corners vanish. edit: Ok I tried the 2.12 latest version and I liked the leaning more than the previous versions also deactivating the mantle roll feels like an improvement for me. Movement is closer to the first two originals of the series. Also is there a way to keep settings unchanged when installing a new version? Everything resets even if i tick the box to keep the original file up on installation.
  3. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  4. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  5. Right, I lost access to my dropbox folders. Here's a temporary upload of all these assets: https://we.tl/t-BOdrlNEXWJ I cleaned up the material files a bit, since these were still using TDM ambient stages.
  6. I think there was a quirk in the engine that treated pure 0 black as an artist error so a small uplift was added to ensure proper light response. This was more critical when the ambient had a Fresnel component. The DXT1 encoding was to save on storage. I think that's a silly rationale since a pure single color texture could technically be represented by a single pixel. No pressing need to compress that or even a 32x32 texture but I suppose if someone is obsessed with saving texture storage they could choose png or a better dxt version. TLDR; Transparent \ Blend textures should be fine with 0,0,0 color and single color textures don't need aggressive compression. _black should be fine for all such materials.
  7. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  8. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  9. I think it's time to replace the frob material stages with a shader (probably add a param to the existing ambient shader) There is more than one angle to this issue but I am mainly concerned about too many stages in materials that are somewhat taxing in terms of performance. Imagine rendering of 3K surfaces interacting with 3 lights in average and using materials with 7 stages in average. The renderer loops through every stage for every surface making it ~ 20K checks per loop. It has to happen during the depth stage, then each light and then the ambient pass resulting in 100K checks. It makes sense to try to reduce this load, especially considering that the frob stage is relatively rarely invoked and the checks happen on the backend making it hard to parallelize the computation. I am thinking adding a top-level material keyword that would apply as frob color and get passed to the ambient shader when the surface is a part of a frobable entity. I would like to hear your thoughts from the mapper/designer POV.
  10. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  11. That sort of tone doesn't fly in our forums.
  12. 3 days w/o power in texas. Froze my nuts off. But, power's back on. Upgraded to 2.09, then messed with shaders some more. Mainly the glprogs/stages/interaction/ ... common & ambient, b/c they control bulk of lighting. broke out diffuse & specular lighting from each other again.. and figured out why specular was getting cut-off seams last time. It's because I didn't mul specular by light source, which takes attenuation into account. Did that this time. ambient.fs specular is generated from world light shining straight down, so was creating a spotlight under player on shiney floors (eg: gamma room floor on Training Mission). So, applied a 1-NdotL to have it use the light dot and not apply to surfaces perpendicular to the world light source (IE: ground). common & ambient .vs files didn't look like they were normalizing T,B,N before loading them into TBN matrix, so normalized them. (I think one was using a clamp, but switched it to normalize). Not sure it makes a difference or not. common.fs generated the normalized & TBN'ed "N" variable, but then used RawN in the NdotX calculations. Switched it over to using N instead. Not sure it makes a difference or not. ambient.fs was using AmbientRimColor to apply a fresnel highlight to final color, but after testing, didn't seem AmbientRimColor.a was ever > 0, so no fresnel effect was occuring. So, added an "else" branch to fallback on a generic fresnel highlight. (The velour-style fresnel I used in previous shader). Tweaked it to try not to look gaudy. Got rid of most of the fresnel effects I slapped in, or shifted them around a bit. The "eye adapt" was just half-arsed specular effect, so ditched it. The backlighting I just use on ambient.fs, but gets washed out a bit in darker levels and because specular is negated on floors in ambient.fs now. Still, it blends with fresnel to help out some. The velour fresnel was moved as alt fresnel effect in ambient.fs when AmbientRimColor not set or pitch black. switched ambient.fs to use halfdir Blinn-Phong specular like common.fs does. instead of just using generic default specular amount for things w/o specular texture maps, decided to BS specular maps for them by using the diffuse texture map.. did a dot(diffuse.rgb,0.33) to get diffuse lum and create a faux specular grayscale map which I then mul the default specular amount by to tone it. Also did that to create faux AO maps... initially used diffuse to do all AO maps, but noticed pillars in Training Mission looked awkward, b/c the AO was following the dark seams in the marble instead of the carved lines. So, if anything has a real specular texture map, used that for the AO map, and if it didn't, used the diffuse map as both faux specular and faux AO map. The faux AO blocks the ambient shadow light, but a final AOcolor is added to keep AO areas from being pitch black. This helps darken areas down some. Might be tacky in some places. I've attached a .zip that contains interaction.ambient.vs, interaction.ambient.fs, interaction.common.vs & interaction.common.fs ... main files I farted around with. Here's some screen shots.. noticed some issues...not sure if my messing around caused them or what... ambient world light seems to always come straight down regardless of level designers placement of moon in sky. This puts the ambient specular always underfoot like a spotlight. Without some kind of occlusion factor for it to know when player is indoors or not, dark dungeon floors get lit up with ambient world light. That's why I used a 1-NdotL to kill specular on floors. The ambient world light is still nice to make speculars shine on walls and objects. Just had to kill it on floors, like the one here in gamma room on Training mission. (This was done before I clamped specular color down to be a dull shine). Some windows have a weird rectangle shape that doesn't blend well with the scene. It's like something that isn't controlled by ambient or common is not taking light attenuation into account. I experimented to see what ambient and common control, and there's some window textures that would stick out, which meant there's another shader being used to draw some textures. Couldn't seem to find it. I didn't spend much time digging.. but just looking in teh stages shaders, I didn't see anything else that could be doing that. The manylights shader doesn't seem to be used (?), so skipped messing with it. Not sure what's causing this. Seeing how Faux AO map will impact things. It uses either specular map (if object has specular texture) or diffuse map otherwise. Basically just getting the dot luminance of either to create a single float value gray-scale to mul light dot by to add more darkness to things. A final AO color is added in to keep things from being pitch black. Certain diffuse textures are missing .. something.. or processing is casuing this chunky issue. I noticed it intiially on some tile floors and windows on some levels.. in the distance the textures seemed to have a weird "acne" on them. But, when closing in, it would disappear. I thought it was specular. But, in testing fake AO map using diffuse, I noticed this. I have no clue what's causing it. A lot of these things blend into shadows, so don't notice them.. only reeally notice them in light (which is why I noticed them on windows and such). This one stuck out, b/c it's using the diffuse map as a fake AO grayscale map. Not sure what's causing it. Fallback fresnel used when AmbientRimColor is 0 or not set. Tried to keep it subtle. It's more noticeable when moving around. Have to keep it subtle, b/c too much will make things in light appear ashy, and things in shadows look glowy. Too little, and it's as if it's not even there. Has to be just a little to help add depth to shadows. I figure enhancements are "death of a thousand" cuts... lots of little enhancements add up instead of one big honking one looking gaudy. Fake AO. Most things don't have specular texture maps, so using diffuse map as fake AO means darker things darken up more.. hence the wall and grass are darker. Stone path is darkened in shadows more, too, though. With fresnel highlights and such going, the darkened areas still have depth. This is a WIP. Just farting around, and trying to apply stuff I learned when dinking around with other game shaders, and experimenting to see what happens when I try different things. glprogs.states.interaction.011.zip
  13. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  14. ============================================================== Title: Hidden Hands: The Anomaly Filename : hhta.pk4 Author: Jack Farmer Date of release: 01.05.2021 (version: 1) - 08.05.2021 (version 2) 16.03.2022 (version 3) EFX: Yes Version 2 available via the DM mission downloader (see subsequent post below for changes) Mission does not run under 2.08 due to missing new core assets - please update to 2.09 ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly ============================================================== Jack Farmer: mapping & drafts Amadeus: revision/editing of all texts for readables, narration and dialogues, design consultation ("The walls are ugly!"...and your were right! ) Joebarnin: consultation for a custom script enabling a crucial in-game event Dragofer: consultation for custom scripts and S/R events, extraction & prefab packaging of Sotha's robots, bug fixes Destined: consultation for custom scripts and...fixing JacK's wrong custom scripts! Very special thanks go out to Geep for updating the Wiki helping me to solve several GUI problems within -literally - seconds! Beta testers: Joebarnin (lead) ate0ate Zerg Rush wesp5 datiswous Voice actors (in order of appearance): Malasdair The Thief AndrosTheOxen Jonus New Horizon Desmond Pilfered items: - portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside" - fireflies originally developed by Bikerdude for "Alberic's Curse" - floating boat set up (this time used for a different..."object") originally developed by Bikerdude for one of his missions - robots originally developed by Sotha for "Ulysses: Genesis" - new electric door move sound based on one of Sotha's robot sounds - selected cave architecture originally developed by Johannes Burock taken from the abandoned WIP thread - waterdrops sound taken from freesound.org produced by nicstage - custom machine sound taken from freesound.org produced by deleted-user4401185 - forest at night taken from freesound.org produced by felix-blume - machine3 sound taken from freesound.org produced by lupalenzuela - tape-deck-startup taken from freesound.org produced by soundjoao - electric-zap-electricity taken from freesound.org produced by wakerone - static_stylophone_a taken from freesound.org produced by inspectorj - steady-machine-with-hum taken from freesound.org produced by craigsmith - radio_noise taken from freesound.org produced by inspectorj - chain-rustling taken from freesound.org produced by nathanmanaker - wind_turbin taken from freesound.org produced by dommygee - selected guitar_feedback taken from freesound.org originally produced by oymaldonado - stream-water-c taken from freesound.org produced by inspectorj - mic-feedback-fx-short-mid-2 taken from freesound.org produced by chimerical - megaphone-feedback taken from freesound.org produced by deleted-user-2104797 All other new fx sound created by Jack Farmer using a Korg M1 synth, kitchen equipment and his weird voice All new ambient tracks produced and mixed by Jack Farmer sometimes with additional ambient sound samples originally produced by gigagooga Briefing video by SirSmokeALot --------------------------------------------------------------------------------------
  15. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  16. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  17. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  18. After thoroughly trial and error testing the possible cause of low FPS in recordings I can safely warn everyone else that despite having a strong graphics card ambient occlusion absolutely tanks output. This doesn't show while playing the game, just in the finalized video. Not sure whether this is to be filed as a bug or a sad side effect, either way I hope this helps out in the coding process! About a minute in the framerate takes a drastic drip. I am not sure what areas in particular cause this, what angles or why. Equal amounts of drop in framerate are present in low to high. The only differential is turning it off altogether.
  19. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  20. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  21. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  22. v 0.69 .. (nice) added cap to ambient rimlight, so brighter/lighter surfaces (eg white sheet-covered furniture, status/busts, etc) don't stick out like a sore thumb in the dark added direct light boost option to compensate if ambient light darkening is on everything has fake spec enhancing light dot to act as base layer of specular; real spec maps get layered on top as extra spec enhancement for things that have it. in "interactions.funcs.glsl", added #define AMBIENT_HALF_LAMBERT to swap ambient light dot between doing valve-style half-lambert vs. full NdotL Rimlighting part is self-explanatory. Was messing with Blackgrove Manor with ambient light reduction, and light/white textures had gaudy rimlighting. So, had to set a limit cap. Direct Light Boost Direct light boost option compensates when ambient light darkening is on.. Basically, it does about 1/3 of the opposite of the ambient reduction. EG: if you reduce ambient light to 25%, then direct light will boost 1.0 + (1.0 - 0.25) * 0.33 1.0 + 0.75 * 0.33 1.0 + 0.2475 ~1.25 (125% boost) This is because ambient light doesn't contribute to total light as much as direct light does. So, just b/c we reduce ambient light to 25% doesn't mean we should boost direct light up 75% to compensate. Spec Maps Got tired of "if real spec map use it, else use fake" ... decided to experiment and just put fake spec map light dot enhancement on everything, then layer real speculars on top for things that have it. Turned out pretty nice after tweaking some values. Gets rid of some branching, too. I'll mess with some levels with it, and clean up the code more if I decide to stick with it, b/c that part of the code is a hot mess of experiments right now. Half-Lambert vs Full-Lambert Light Dot When objects multiply by the NdotL light dot for diffuse (color) lighting, if they have a surface angle 90 degrees or more to the light source, then they get an NdotL of 0. This would make the sides of boxes pitch black, ceilings pitch black, etc.. b/c ambient light source direction is coming down from directly overhead. The valve-style half-lambert acts like an all-in-one solution to this, because it takes the 0 to 1 NdotL range, and shifts it to 0.7 to 1.0 (if you use sqrt(lightdot*0.5+05)). So, it prevents pitch-black surfaces by automatically creating a constant minimal light value.. but does so on the light dot. Since it tightens the dot range, it also evens out the lighting more. But, the NdotL provides a greater range, and thus, greater contrast in lighting. In using it, we have to apply a final ambient light constant value to keep things from being pitch black. So, I just use the diffuse lighting a second time... in following fashion... diffuse light = diffuse light * diffuse texture * diffuse light dot (NdotL) ambient light = diffuse light * diffuse texture * "ambient light dot" total ambient light = diffuse light + ambient light That faux "ambient light dot" is just a constant value to determine how much ambient light to add on to keep things from being pitch-black. Even though this method isn't using valve half-lambert, it still calculates the ratios for that, because it uses them to determine that "ambient light dot". I did this, because TDM has a variable to set a minimum level, so I check if that exists and use it.. if it doesn't exist, then I use a different default value.. 0.5 in this case, b/c it works well for both half-lambert and the NdotL methods. 0.25 as default looks more like default TDM shaders, but the added speculars in my shaders make the light gem boost a bit more. So, shifting the default to 0.5 darkens the level a bit but also makes the light gem work well again. Anyways.. there's a bunch of TMI Hopefully this doesn't muck up Bloom again. glprogs.stages.interaction.069.zip
  23. In TDM 2.08, the option for tdm_ambient_method was removed from the menu and it's set to 0 by default. That means the engine uses ambient lights, not textures to calculate this. You can safely remove the //TDM Ambient Method Related code from your materials, and everything will work the same. This should make your material files smaller and more readable
  24. My fairly recent office laptop doesn't seem to like ambient occlusion, resulting in images like these on both 2.08 and 2.09: A driver update made no difference, nor does trying out various combinations of graphics settings. The CPU is an Intel i5-1035G1 with an onboard Intel UHD G1 (Ice Lake 32 EU), Windows 10. I've attached a condump from a test map in 2.08. ao_208.txt
×
×
  • Create New...