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Posted

@Geep

Although I think actual laptops don't belong in the Thief series, the concept of having some sort of inventors guild or magic screens appeals to me. Thanks for working this out!

Posted

STRUNK, credit/blame for the idea of using the laptop is due to Dremple, who strictly speaking was just suggesting it as a way of testing your video in-game... probably found it amusingly anachronistic in the Doom3/TDM context. Maybe could use it in a Dr. Who/Time Lord episode?

All: As I build out wiki pages about in-game videos, I'll mention some of the ideas here: inventors guild, magic screens, windows, Prey-like portals. @Amadeus, I haven't done Prey, could you post a portal pix?

  • Like 1
Posted

Prey-like portals look more like a camera screen showing a different area of the map, while what Geep has been working on is how to play video files ingame on screens. It's certainly interesting, but not really related.

Posted

We kinda do the same thing with Mirror's.

Theoretically we could do portals that teleport instead of walking through them like in Prey.
Using a camera at a different location and bind it to a mirror that the player frobs to teleport would give that effect.

I always assumed I'd taste like boot leather.

 

Posted (edited)

@Geep

Nice : )

I have made transparent screens that could work as portals and such where the image comes from a camera, but it could be usefull maybe?



camerascreentransparent1
{
	qer_editorimage textures/editor/cameragui.tga
        nonsolid
        translucent
        noshadows
        

       {
		

		remoteRenderMap 232 232 // width / height of render image, ie resolution of screen
		red     Parm0 
		green   Parm1 
		blue    Parm2  		
                scale -1, -1
		translate -1, -1
		map "camerascreentransparent1"
                
                blend gl_dst_alpha, gl_one
		
                
	}
}

 

Edited by STRUNK
Posted (edited)

@Amadeus

I have made a Giant and a Ghost ... you can walk through them, so you could make a portal out of it with the same technique ... or with a video a source, if Geep get's it all figured out.

Link

Edited by STRUNK
Posted
On 3/16/2020 at 2:04 PM, AluminumHaste said:

We kinda do the same thing with Mirror's.

Theoretically we could do portals that teleport instead of walking through them like in Prey.
Using a camera at a different location and bind it to a mirror that the player frobs to teleport would give that effect.

Thinking about portals? ;)

 

 

  • Like 3
Posted

Nice. :-) One minor detail: there seem to be hidden white marble surfaces in the mesh, which means the model loads a material the map might not need. I suggest caulking those, then having the exporter (I assume this was made in DR) skip all the caulk surfaces; it should shave off unneeded geometry.

  • Thanks 1

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Posted (edited)

@VanishedOne

I optimised the file to about half the file size, packed it to an .pk4 and now attatched the file to the post, as it was small enough now.

Thanks for pointing it out.

Edited by STRUNK
Posted

The "Movie Theatre Method" could I think be adapted to non-fullscreen video.  And see the other topic about "Playing ROQ Video Files" .

Really, there needs to be some current R&D using modern codec, and separate wiki writeup, by someone actively working that angle, and maybe covering magic mirrors, dioramas, portals. Not going there me-self.

  • Like 2
Posted

Regarding STRUNK's comment about non-full screen video...

If anyone has access to circa-2006 3D Realms, it reportedly features a roadhouse with a TV showing several short videos, that loops overall. This mod forum post talks about editing the .gui and video .mtr to add additional video segments (called "channels" in the TV context), but is not self-explanatory without the original files:

http://forums.3drealms.com/vb/showthread.php?t=20597

Idea might be adaptable to TDM

  • Like 1
  • Thanks 1
Posted

Baking some sausages in hot oil:

https://streamable.com/g2hpf

Changed the .mtr file for cave_water_muddy to have it look like hot oily baking stuff : )

Spoiler

//Author: Dram // Changed by STRUNK to be hot baking oil
textures/water_source/cave_water_muddy
{
    qer_editorimage textures/darkmod/sfx/water_surf_001_ed
    discrete
    nonsolid
    water
    twosided
    translucent
         description "slightly dark  rippling water with surface dirt"

    {
        vertexProgram HeatHazeWithMaskAndDepth.vfp
        vertexParm 0 0.1 * sintable [ ( time / 20 ) * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.15 * sintable [ ( time / 24 ) * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
        vertexParm 1 (( parm6 + 3) - (( parm6 || 0) * 1.5))
        fragmentProgram HeatHazeWithMaskAndDepth.vfp
        fragmentMap 0 _currentRender
        fragmentMap 1 textures/sfx/vp1
        fragmentMap 2 textures/water_source/vp_water
        fragmentMap 3 _currentDepth
        scale 4,4
    }
    {
        blend modulate
        map textures/darkmod/sfx/water_surf_001
        translate 20 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.075 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
    }
    {
        blend modulate
        map textures/darkmod/sfx/water_surf_001
        translate 24 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.0375 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
        red 1
        green 0.6
        blue 0
    }
}

 

  • Like 4
Posted
5 minutes ago, STRUNK said:

Baking some sausages in hot oil:

https://streamable.com/g2hpf

Changed the .mtr file for cave_water_muddy to have it look like hot oily baking stuff : )

  Reveal hidden contents

//Author: Dram // Changed by STRUNK to be hot baking oil
textures/water_source/cave_water_muddy
{
    qer_editorimage textures/darkmod/sfx/water_surf_001_ed
    discrete
    nonsolid
    water
    twosided
    translucent
         description "slightly dark  rippling water with surface dirt"

    {
        vertexProgram HeatHazeWithMaskAndDepth.vfp
        vertexParm 0 0.1 * sintable [ ( time / 20 ) * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.15 * sintable [ ( time / 24 ) * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
        vertexParm 1 (( parm6 + 3) - (( parm6 || 0) * 1.5))
        fragmentProgram HeatHazeWithMaskAndDepth.vfp
        fragmentMap 0 _currentRender
        fragmentMap 1 textures/sfx/vp1
        fragmentMap 2 textures/water_source/vp_water
        fragmentMap 3 _currentDepth
        scale 4,4
    }
    {
        blend modulate
        map textures/darkmod/sfx/water_surf_001
        translate 20 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.075 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
    }
    {
        blend modulate
        map textures/darkmod/sfx/water_surf_001
        translate 24 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.0375 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
        red 1
        green 0.6
        blue 0
    }
}

 

Heh, almost looks like the spaghetti sauce you'd get at Steak & Shake ;)

  • Haha 1

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