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Found 4 results

  1. Lately, I was fiddling with TDM frob shader, because often I find it too subtle for my taste. Don’t get me wrong, it works as intended, but it looks best in complete darkness. In more lit rooms, e.g. while putting out candles, it’s a bit hard to see whether you’re able to interact with an object or not. Modern games use Fresnel-based shader to achieve this, so an object gets a bright outline. This is very in-your-face and something more like the “atomic-blue frob” from Thief Deadly Shadows we all hated back in the day. That said, I think you can achieve some middle ground here. I couldn’t ge
  2. I created an iron grate that will be frobable, and just like Wiki says, the frob box shape is the shape of my model. The problem is that it will be pretty hard for the players to highlight it, because of the distance between the bars. Basically it looks like this: https://www.dropbox.com/s/au0k3mcvs03jspf/GrateFrob.mp4 Adjusting frob box size doesn't help much in this case. I've tried other options like frob_peer, which works as intended, but the main problem is that even if I use a brush or model to propagate frob to my grate, it still needs to be solid for the frob raytrace to detect it.
  3. I enjoy TDM immensely but I find it frustrating sometimes to frob small items, especially in chests or in small containers. Is it just me? Sometimes I have to spend several minutes in a very dangerous situation in order to grab a small object from a container because I can't find a way to highlight it. It is extremely frustrating to see the object there in front of my eyes and still being unable to just grab it, especially when I'm in full light and I hear steps coming my way. Arggggh, you dumb thief, just grab the fricking thing already! Are there any tricks to improve this?
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