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None of these solutions is without major flaws, it seems. I try to set up proper diffuse + specular look first, then add cubemap reflections if that's not enough. But to get something similar to a PBR model, we'd probably have to just switch to it.
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That's why I have alpha 1 there, multiplied by parm3. You can set shaderparm3 in the model to make it darker. Should work the same in both 64 and 32 bit, as long as you don't exceed the 0-1 range.
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So... I downloaded the source lol. I found several things that might be of interest. First is that there's a difference between Game/LightGem.cpp and Renderer/Frontend/tr_subview.cpp. In tr_subview.cpp there's line 563: lg->SetOrigin( LGPos ); // Move the lightgem testmodel to the players feet based on the eye position In LightGem.cpp, the line is missing, meaning that LGPos is never actually used in there. Next up, the player-to-cam offset in LightGem.cpp:157: LGPos.x += (Cam.x - LGPos.x) * 0.3f + cv_lg_oxoffs.GetFloat(); // Move the lightgem out a fraction along the leaning x vector LGPos.y += (Cam.y - LGPos.y) * 0.3f + cv_lg_oyoffs.GetFloat(); // Move the lightgem out a fraction along the leaning y vector It might just be superstition, but I get the feeling that delta*0.3f+offset(0 in both cases) is not actually doing what it obviously should (from a vector math standpoint). As soon as I plug this offset in (with or without x/yoffs), the gem starts "behaving" - meaning that it goes dark in front of lights and all of the other shenanigans described above. Every time I test it, this code is at fault. Finally, we have LightGem.cpp:160: // Prevent lightgem from clipping into the floor while crouching if ( player->GetPlayerPhysics()->IsCrouching() ) { LGPos.z += 50.0f + cv_lg_ozoffs.GetFloat() ; } else { LGPos.z = Cam.z + cv_lg_ozoffs.GetFloat(); // Set the lightgem's Z-axis position to that of the player's eyes } This chunk of code adds to the inconsistent behavior as well, for some reason. It might be incorrect but I can't be sure. I'll try and lay out the math. This is taken from Radiant, the player and the lightGem model are placed at world/global origin (0,0,0): Note that the lightGem is halfway through the floor, meaning that its local origin is at the center of the model(0,0,0). The player is standing on the floor, meaning that its local origin is where the feet would be(0, 0, -74/2=-37). This needs to be taken into account when adjusting the gem height. This means that the local position of the gem when the player is crouching is 50 + ozoffs(-20)=30. The position is (0,0,30). If the player is standing, the position is Cam.z (aka cvar normalViewHeight at 68) + ozoffs(-20)=48. The gem's height in radiant is marked as ~53: This means that if the player is crouching, the lowest point of the lightGem is 30-(53/2)=3.5. The light gem is only 3.5 units off the ground when crouching, perhaps that adds to the darkness detected by the gem? Now that I think about it, it might be why crouching+leaning next to tables with candleholders is so effective. The gem may be hiding in the table's shadow. If the player is standing, the calculation for the lowest gem point is 48-(53/2)=21.5, this is plenty of space, but it's at about knee height relative to the player height(74). As for solutions, I leave that up for discussion. I can only describe what I tried and it seems to be working relatively well (albeit in very limited circumstances), but it's definitely incomplete and I haven't even played enough with it to find the best offsets. Not to mention that my inexperience with the codebase might be throwing me off. // I simply took the cam position: const idVec3& Cam = player->GetEyePosition(); // Assigned it to LGPos: idVec3 LGPos = Cam; // And adjusted the offset to get "kinda consistent" dimming based on crouch: if (player->GetPlayerPhysics()->IsCrouching()) { LGPos.z += 12.f; // This is crouchViewHeight(34)+12=46, the gem is above the player's head when crouched, equivalent to about torso height when stood up } else { LGPos.z -= 4.f; // This is normalViewHeight(68)-4=64, the gem is above the player's head }
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How dynamic do you need? The basic process is pretty simple, but it just replaces the model with a broken model when you damage it. Make the glass object a func_damagable, set the spawn arg "break 1" and add a model for the broken object like this. This also targets an emitter for added visual effect, but I couldn't find any good ones for glass (sparks looks okay from a distance). You don't even need to add sound effects as it is already coded in based on the material of the object. I also tried the flinder function https://wiki.thedarkmod.com/index.php?title=Breakable_objects which could be used to add extra scattered shards, but I couldn't get it to work.
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I have an interesting question: Do we have a setting to not render a model if its origin point isn't located in an open visportal, even if its bounding box intersects a room the player can see? If not can you associate the visibility of an entity with a particular info_location so it only renders in that area? The reason why I ask: The building modules are pretty terrific visually speaking, but were made with some design issues when it comes to origin points and proportions. Often times you'll have an interior module poking outside, or oppositely an exterior module poking the interior of a room. You usually can't see them but the model is still loaded which will may decrease performance. It might improve FPS with the modules if interior and exterior walls can be bound to only render inside or outside, being completely derendered when the room they're bound to isn't open.
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You can take noise map as low as 128 x 128 and repeat it 16 times. { blend bumpmap map textures/test/noise_local scale 16 , 16 } But this model doesn't even have its own unique normalmap baked, so it's not a great example.
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Yeah I agree. Also, because the reflection is on top of the label of the bottle I think this needs a new model with a seperate part with the label on top. Also there seems to be a lot of weird detail on those two models. Maybe the cubemap view needs to be blurred a bit.
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The metal on the priest would have to be dimmer to match the rest of the model. Cubemap with cobblestones may not be the best choice for loot, something less busy would have been better. And depending on the size of the object, higher resolution.
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Anyway, you have an interesting development there, because my cubemap setup glows in the dark, and I have a shaderParm3 set up in the model to tone it down:
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md5 .md5 format importer / exporter for Blender 3.6
Arcturus replied to Arcturus's topic in Art Assets
@Wellingtoncrab I imported those models years ago before Blender 2.8. However the importer I use with 3.6 works fine: Darkmod rigging is a mess, that's a separate topic. There's a big caveat to this though. Some of the characters are screwed up in a way that's beyond my comprehension. If you for example go to "Create Entity" menu and choose this builder model: ..it's rendered fine. It works fine in game too, obviously. But if you go to the "Create Model" menu... And that's how it will be imported to Blender. But that's only some character models, not all. I have no idea how this is even possible. -
Welcome to the forums! Please feel free to ping me via forum chat.
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If they dont contact you, there are locations where you info about this game. For example: wiki.thedarkmod.com and https://en.m.wikipedia.org/wiki/The_Dark_Mod Forumtopic TDM in the news. https://forums.thedarkmod.com/index.php?/topic/15109-tdm-in-the-news/
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I lied. Actually parallax mapping works fine with animated .md5 models. There must be something else going on with the builder model, and now I wonder if it has something to do with this situation: With lower specularmap values looks like it's a bit rougher. Continued in this thread.
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Here's textures/darkmod/plaster/panel_decorative_white texture, current normalmap only: Current normalmap plus heightmap generated in Stable Diffusion (with a bit of wavelet decompose + highpass filter in GIMP): And this one is using only the heightmap. Normalmap is generated from it using the blend bumpmap command in the material. textures/darkmod/plaster/panel_decorative_white { surftype15 description "tile" qer_editorimage textures/darkmod/plaster/panel_decorative_white_ed diffusemap textures/darkmod/plaster/panel_decorative_white { blend bumpmap map heightmap (textures/darkmod/plaster/panel_decorative_white_height , 10) } { blend parallaxmap map textures/darkmod/plaster/panel_decorative_white_height min -0.03 max 0.03 } } I used the Depth Anything v2 Large model using this addon I mentioned before and I think it did a great job. https://drive.google.com/file/d/1cf1V861gnc0aPs8rn2BGcQuO0PYhIuLG/view?usp=drive_link
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How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
Yes the results can vary a lot but this F5 model is so fast I think it might still be a lot faster to generate the same thing a lot of times and finaly pick one that is good enough, then training voice models in tortoise-TTS and still have to generate multiple times to get a good result. After what I have been trying for almost a week now, TTS AI could be fun to use in some cases, preferably with background audio in the scene, to have NPC's react to specific situation, but not for real dialogue or cutscenes (yet). -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
I have installed F5-TTS with pinokio: https://pinokio.computer/ It's remarkable how fast this model is and how easy to use. Just find some longer voice clip and use it as reference audio. Under Multi-Speech you can upload more voice clips and give them tags/Speech Type Names, of use this for different voices alltogether, then simply start the scentence with {your tag}. {your tag2} etc. I took 4 clips from the moor tagging them soft, normal, angry and shout, then making them say the same line: YourCamel.mp3 It works very fast and the quality is very much the same as I got out of tortoise-TTS, but seems not as good in keeping the character of the voice. -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
F5-TTS is a different, non autoregressive model. The moor voice was done with tortoise-TTS. -
Last month I replaced the animation of the md5.mesh flag, as the original was horrible. It's still not very realistic, for a better looking flag I suggest using this one: I would like to add another animation and blend the two randomly for a variation. I thought it would be easy, but I don't know how to do it. //waving flag model flag_pirate_01 { mesh models/md5/props/flag/flag01.md5mesh anim idle models/md5/props/flag/idle01.md5anim anim idle_01 models/md5/props/flag/idle_no_wind.md5anim { random_cycle_start } } entityDef atdm:flag_waving_pirate { "editor_displayFolder" "Animated Props" "spawnclass" "idAnimated" "model" "flag_pirate_01" "start_anim" "idle" } random_cycle_start does absolutely nothing.
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Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Thanks for the heads up. Combining the two FMs into the same archive is troublesome because they will try to share assets that are different between Tales of the Riverside and Down by the Riverside and will therefore break each other. I've changed the download link to one that I know should work. The book has a few hidden objectives attached to it that get completed when you reach certain pages. In any case, it's probably better addressed in the tech support forums and will need a copy of your savegame to trace back to what's causing the crash. -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
Ik got this tortoise TTS up and running after some hassle and made a model for Builder1. Builder one has just 4 audiofiles and I ran 500 epochs on it, what might be way too much for such a small sample size, and the model is about 1.6Gb, but it seems to work quite nicely. Some outputs sounded a bit strange and for most of them I had to cut of the start of the audiofile for there was some garbage. I still have to play around with settings but for now it's looking (sounding) quite nice. builder1_00002.wav To install it I followed this tutorial, though some things differ a bit when you install version 3 that came after this tutorial: He is using some other programs to remove background noise and to prepare the audio, but the voices in TDM are already clean so no need for that. What you will have to do is convert all the ogg files to wav (batch convert with vlc player) for tortoise TTS to be able to handle them. You also need an Nvidia graphics card. That said, on my rtx5000 laptop GPU it all takes a lot of time ... -
We didn't have enough time to add npcs like we had planned. There was so much more I wish I could have done, but that just gives me more material for new maps! Thank you! As a fellow jumping/mantling enthusiast, I wanted to make sure I had some vertical elements! Thank you for the kind words ^-^ So I have one skin file with multiple lines, each line referencing a different model and texture to replace? Am I understanding correctly?
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Happy 15th Anniversary to The Dark Mod! As of October 17th. 2024, 15 years have passed since the TDM 1.0 release! In that time, we evolved to most or all of the features that players were asking for since the concept of TDM was first mooted in the TTLG forums in late 2004. Campaign Support, Soft Shadows, EFX Reverb, Multi-Core Rendering, Uncapped FPS, Ambient Occlusion, Subtitles, are among the roster of perennial requested things that have been brought to life by the development team in addition to the core Thief 1 \ 2 game-play items like the Lightgem, Rope Arrows, Swim-able water, lock-picking and ( of course ) advanced AI enemies. To commemorate this occasion, please join us in celebrating the Release of 5 missions for our 15th Anniversary Contest! . The Imperial Sword Bikerdude was encouraged to reclaim an abandoned version of his older mission and rework it into a new one. Now the formerly lost work is a glorious new experience with scripted dialog, special events, and a decayed imperial cityscape! . The Wizard’s Treasure Thebigh has made yet another bite-sized mission with a focus on quality game-play and challenge. The mission is extra impressive for the scope and visuals achieved since his decision to join the contest was fairly late compared to other entrants. . You Only Fly Thrice DeTeEff has continued his progression of high quality and complex releases. Another relative late comer to the contest, this mission is a tour-de-force of excellent game-play ideas and is quite handsome with excellent volumetric lighting and modular asset usage. . Volta 3: Gemcutter Kingsal has decided to release his long awaited Volta Series sequel to be included in the contest. DO NOT MISS THIS MISSION! . Pinnacle: A Test of Talents UncertainTitle and TwilitWitch decided to risk their first mission release to be included in the contest roster. The use of both modular assets and many custom models give this mission a familiar yet refreshing visual appeal. . Please join the celebration and vote in the forum threads for each respective mission based on their contest criteria ( Game-play, Story, Visuals ). . . The Dark Mod 2.13 “Developer Build” The Dark Mod 2.13 is still a few months away from release but we wanted to highlight the fact that a few more of the long requested changes have been added in the upcoming release! . Parallax Occlusion Mapping! In the above video, you can see a that TDM has finally incorporated the long requested effect. This wont be applied to all textures since there may be some problems with visual anomalies and performance but we are already preparing for a future where lots of textures use this new and more three dimensional surface effect. Better AI sight! While the AI have always been good at seeing the player due to the lightgem ( sometimes “too good” so we had to nerf their sight ), AI have had various challenges seeing things like bodies, missing objects, opened doors, weapons, blood, etc. This is because it is not practical to give all entities \ objects their own lightgem. Instead we have used very simple math to represent lights which don’t match shadow and light textures. In 2.13 a new sampling approach aims to improve this so that AI can better see ( or not see ) items and bodies in a way that better matches the actual lighting in the mission. Mission Search! There is now a search window where you can specify the mission author or title to help you find your preferred mission rather than scrolling through over 170 missions. You can also change how mission titles are rendered with either the original title or the title with prefix words like “A, The” moved to the end. Improved Training Mission! The Training Mission has been upgraded to include a Vine Arrow tutorial, a Slow Match tutorial, EFX Reverb, Volumetric Lights, and some performance optimizations! Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. The meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archive of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. . Hidden Hands: Blood and Metal Campaign Just before the 15th anniversary entries were starting to arrive, JackFarmer released an enormous 5 mission campaign that continues his well regarded “Hidden Hands” series!
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I'd like to know what's currently the best way to make animated grass on a windy map. Since it's better looking than particle grass and I'm placing a lot of them using seed entities, I plan on sticking with the default grass model set. Should I just make them custom entities using a func_pendulum? Or is it currently possible to add a sine to the vertex shader of the material for a better result?
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Websites prove their identity via certificates, which are valid for a set time period. The certificate for forums.thedarkmod.com expired on 10/18/2024. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
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Oohhhh, the day has come! This old lurker releases another creation of his deranged mind...! What has he in store? Does it involve sunlight and pollen and hayfever? Will it involve strange towers and priests with bad breath? Naah, just some mediocre airship type of mission, aimed at the Anniversary mapping contest! I have a lengthy/humourly rant/lore for some of the building process for anyone interrested, in spoiler tags. According to DarkRadiant I have worked 570 hours on this, and that doesn't take into account all hours of coding and scripting. This feels like an insanely huge amount of mapping time for this small mission but I try not to judge myself. DarkRadiant says 570 so...I say thanks to all calm hours at the night shift at work where I could sit and script and write readables. And I also humbly bow myself to the scripting genuses that are on the forums. A special thanks to my girlfriend who (almost) always lets me talk about my projects. She has also written some of the readables and voiced some recordings in the mission. Thanks to Dragofer, Mirceakitsune and Melchior for much needed scripting help. Thanks to YouTube channels BGM President and Sound Effects where I've borrowed some music and sound effects. Thanks to my betatesters; nbohr1more, Bergante, datiswous, Wesp5, nightmare, Jaxa and Cambridge Spy. And a big thank you to the mod in general for still being alive and supportive! ########################################## MISSION RELATED STUFF ########################################## On an airship, heading for Flowerdale a lot of strange things can happen. As some people guzzle down liquor in the bar, some others skulk around in the shadows. Certain people cannot be trusted and there are even those that kill for a living. Somebody may or may not work for foreign powers. But everyone yearns for those shiny pennies. There are some strange things in the cargo, huge coffers that can hold bodies, alive and dead. This story may unfold in several different ways; Three characters can be chosen; Zacharias the thief, Oliver Mortimer, the assassin or Rupert Peabody, youngling of the Wizlas woodfolk. DOWNLOAD LINK https://drive.google.com/file/d/10w_SJSBAxxVFYTwPjJhIo48fEzvuTo1M/view?usp=sharing
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