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  1. I select holy water; hit use; a clock comes up and starts ticking off 30 seconds; I shoot water arrows at the skeleton guard; hit him in the face twice and nothing happens. It doesn't even slow him down. If anything, it just makes them run right at you faster. I don't think holy water works. If you have to shoot him a dozen times, it's pointless. It's a bow and arrow, not a machine gun. I don't get it.
  2. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  3. Hi, didn't want to take up more posts in the Currently Working on Thread, so I thought I'd spin off to its own thread. I got Arcturus' water shader (but using the alpha depth heat haze shader) and animated md3 meshes working, which look great from some angles. However, the shader lightens objects below the water line, which doesn't look great for the galleon model I have in the harbour. Basically the water looks too clean and transparent, particularly from higher angles. It looks lovely from low down when you can see the light refracting off the bumpmaps and the waves. I tried using a foglight but it causes some weird colour blending when under light. I'll post some screens later. I found this thread where SteveL was trying some different effects for sea water: http://forums.thedarkmod.com/topic/18036-messing-with-sea-water/ Is it possible to combine one with the other (ie. have the water darken with depth but with the animated mesh and normalmap on top which looks much better than the seawater01 texture)? I haven't had a detailed look at the shaders and am not exactly familiar with the coding involved - I will do so when I have a minute. But just in case anyone here is able to instantly tell me it's possible or not, or what I'd gain or lose.
  4. don't know how it works in the dark mod so I came up with my own. you need a set of blood textures, say 12 tga files, from full color blood to no blood, just start with a blood splat and change the alpha value till the blood splat is no longer visible. then you need a patch with a gui texture on it, turn this into a func_static. give it a name like bloodsplatspot add a gui pointing at a gui using code below add a response type water effect run script details run the script blood_clearup blood script void blood_clearup() { sys.trigger($bloodsplatspot); } gui code. windowDef Desktop { rect 0, 0, 640, 480 onTrigger { set "Fadeblood::noTime" "0"; resetTime "Fadeblood" 0; } windowDef BloodSplatMain //full color no alpha image { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat1.tga" matcolor 0.2, 0.2, 0.2, 1 visible 1 } windowDef Fadeblood { rect 0, 0, 640, 480 noTime 1 onTime 0 { set "BloodSplatMain::visible" "0"; set "BloodSplat1::visible" "1"; } onTime 200 { set "BloodSplat1::visible" "0"; set "BloodSplat2::visible" "1"; } onTime 400 { set "BloodSplat2::visible" "0"; set "BloodSplat3::visible" "1"; } onTime 600 { set "BloodSplat3::visible" "0"; set "BloodSplat4::visible" "1"; } onTime 800 { set "BloodSplat4::visible" "0"; set "BloodSplat5::visible" "1"; } onTime 1000 { set "BloodSplat5::visible" "0"; set "BloodSplat6::visible" "1"; } onTime 1200 { set "BloodSplat6::visible" "0"; set "BloodSplat7::visible" "1"; } onTime 1400 { set "BloodSplat7::visible" "0"; set "BloodSplat8::visible" "1"; } onTime 1600 { set "BloodSplat8::visible" "0"; set "BloodSplat9::visible" "1"; } onTime 1800 { set "BloodSplat9::visible" "0"; set "BloodSplat10::visible" "1"; } onTime 2000 { set "BloodSplat10::visible" "0"; set "BloodSplat11::visible" "1"; } onTime 2200 { set "BloodSplat11::visible" "0"; } } windowDef BloodSplat1 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat1.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } windowDef BloodSplat2 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat2.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } windowDef BloodSplat3 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat3.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } windowDef BloodSplat4 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat4.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } windowDef BloodSplat5 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat5.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } windowDef BloodSplat6 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat6.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } windowDef BloodSplat7 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat7.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } windowDef BloodSplat8 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat8.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } windowDef BloodSplat9 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat9.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } windowDef BloodSplat10 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat10.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } windowDef BloodSplat11 { rect 0, 0, 640, 480 background "guis/assets/blood/bloodsplat11.tga" matcolor 0.2, 0.2, 0.2, 1 visible 0 } } there's probably other ways to trigger it without using a script. Don't know how to get blood on ground though unless you place it yourself, or use something along the lines of the way the moss arrow works with scattering moss bits around.
  5. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  6. If a water arrow hits above a sleeping AI, should the falling water wake him?
  7. Realtime water sim in a browser: http://madebyevan.com/webgl-water/

    1. Show previous comments  3 more
    2. Bikerdude

      Bikerdude

      So hypothetically, what would ti take to get something like that into TDM..? multi core support and or GpGpu support..?

    3. ungoliant

      ungoliant

      got a bit laggy and noise-ridden when i spammed all over it. makes me think if we tried putting rain splash on something like this that it would slow down tdm to a crawl.

    4. kyyrma

      kyyrma

      As a person who simply adores water, I love this. Even if its not completely accurate or anything, its still pretty mesmerizing to just play around with. Thanks for sharing, you just killed my productivity :D

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  8. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  9. I don't know if this is a bug or just a thing we have to live with, and if in Dark Radiant we can do anything about it: While trying out ways of building spiral stairs I noticed that the splash effect from a water arrow fell through the the stairs and put out the torch on the level below (the equivalent of falling though the floor to the room below). There will be ways of positioning torches to prevent this sort of thing (not lining them up in the top view, having a good height difference etc), but I think it's quite reasonable to expect the splash not to fall through the floor. Is there any special brush or model (or other technique) that stops effects like this?
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  10. Good evening all! So that time comes around again when the weekend is but a memory and the day job continues in but a few hours... ...perfect time for thinking of new ideas when you've run out of water arrows, but the torch is right next to you! How about heading back to the kitchen and grabbing a tankard, but the sink is empty and the tap is borked! Head outside to the fountain and scoop up some water... don't run back though or you might spill it everywhere! Careful you don't burn yourself! [insert water graphics here!] Other thinking for this situation was some kind of soaking wet cloth that contains 1 use. The cloth could be dunked in a water source, perhaps carried in some kind of leather pouch. The cloth can be shlomped or flung over a burning torch. This would extinguish the torch, but if not removed before a guard goes to relight the torch, he'll find a soaking cloth over the top... "Hey! I... I think we got a taffer in the building lads!" This concludes this episode of "Late night random thoughts", good night everyone! Edited due to borked images
  11. So I spent two evenings trying to make good water surface using whatever capacity Doom 3 has and I found it impossible How did you make it in TDM ? Did you have custom ARB shaders ? Here is what I came up with (realtime reflection is a custom shader and has artifacts on object partially submerged into water, so unless we fix that, I won't use it): Basically it's just a brush with 5 sides of nodraw and surface having my water material: textures/water/water_surface1 { translucent twoSided noShadows noSelfShadow nonsolid qer_editorimage textures/water/water_surface1_strip16_editor.tga { vertexProgram heatHaze.glsl vertexParm 0 time * .1, time * 0.08 vertexParm 1 2 fragmentProgram heatHaze.glsl fragmentMap 0 _currentRender fragmentMap 1 normalMap textures/water/water_surface1_local.tga } { blend blend map textures/water/water_surface1_d.tga alpha 0.15 scroll sinTable[time * .02] * .01, time * 0.02 shear sinTable[time * .02] * .02, cosTable[time * .02] * .02 rotate sinTable[time * .01] * .01 } { blend bumpmap map textures/water/water_surface1_local.tga scroll sinTable[time * .02] * .01, time * 0.02 shear sinTable[time * .02] * .02, cosTable[time * .02] * .02 rotate sinTable[time * .01] * .01 } { blend specularmap map textures/water/water_surface1_s.tga scroll sinTable[time * .02] * .01, time * 0.02 shear sinTable[time * .02] * .02, cosTable[time * .02] * .02 rotate sinTable[time * .01] * .01 } } If I add cubemap reflection, it looks like crap, since it just sits there, doesn't deform or anything like that, so my water looks like ice (I tested it in stock Doom 3 and it's the same story): I recall TDM having decent water, and I wonder how that was achieved. Thanks!
  12. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
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