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Posted
2 hours ago, nbohr1more said:

4) If you want interior cubemap ambient lighting, use envshot to capture an in-game cubemap of the location then perform steps 2 and 3 on the envshot images.

What location are you suposed to use for the envshot? Just the middle of the room?

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Posted
16 minutes ago, datiswous said:

What location are you suposed to use for the envshot? Just the middle of the room?

Should be where you intend the light center to be. Doesn't need to be precise since the images are blurred

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Posted
2 hours ago, nbohr1more said:

The simple "TLDR" version:

1) Obtain or create a skybox cubemap

https://wiki.thedarkmod.com/index.php?title=Category:Skybox

2) Use a 3rd party tool to convert it to an irradiance cubemap

3) Create a material def that uses the irradiance cubemap

https://wiki.thedarkmod.com/index.php?title=Light_Properties#lightAmbientDiffuse_and_lightAmbientSpecular_(_Previously_ambientCubicLight_)

4) If you want interior cubemap ambient lighting, use envshot to capture an in-game cubemap of the location then perform steps 2 and 3 on the envshot images.

I always appreciate your effort nbohr. 🙏

  • Like 3

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted
On 12/29/2024 at 6:27 PM, nbohr1more said:

This is a topic about using the ambient cubemap:

I think the instinct to suggest ambient cubemap lighting is because your church has unreadable geometry due to the flat ambient lighting and same texture all over it.

Other than ambient cubemaps, you can ( in order of least to most difficult 😞

1) Enable SSAO and increase your SSAO radius ( r_ssao_radius 128 , etc)

2) Place dim lights around the church to emphasize contours ( this is typically called "bounce lights" and you use the ai_see 0 entity arg to prevent the light from impacting the lightgem )

3) Simulate AO via grime decals

4) Re-texture parts of the church with textures that are similar but have different shades to simulate some directional lighting

5) Export the church to Blender and bake lighting to a texture in Blender then export the baked lighting as a model with a blend filter decal material to overlay the church

6) Use the "Strombine" lighting technique:

http://lunaran.com/maps/quake4/strombine/

 

I forgot to add easiest option 0 to my list: Tell players to use the Fresnel mod :P

https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212

I usually pair with SSAO anyway so I guess it counts as option 1b.

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Posted
9 hours ago, nbohr1more said:

I forgot to add easiest option 0 to my list: Tell players to use the Fresnel mod :P

https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212

I usually pair with SSAO anyway so I guess it counts as option 1b.

That does look nice. Surprisingly, this is the only mod I have tried yet in TDM. By SSAO, do you mean the Ambient Occlusion option in the game menu, or is this another mod?

 

Posted (edited)

Oh, and I used cmftStudio to convert the cubemap skybox into the irradiance cube.

Now that I know the whole process, it isn't that bad, but I don't think I would bother with it for the interiors.

Edited by grodenglaive
Posted
On 12/31/2024 at 1:01 AM, nbohr1more said:

I forgot to add easiest option 0 to my list: Tell players to use the Fresnel mod :P

https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212

I usually pair with SSAO anyway so I guess it counts as option 1b.

I always thought fresnel mod was about giving objects a sensitive glow instead of doing a cube map magic?

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

You can use a fresnel effect to highlight edges but it is also a real world effect that causes specular reflection intensity to increase at grazing angles. That effect would make the flat looking church geometry look more volumtric and easier to read.

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Posted
1 hour ago, nbohr1more said:

You can use a fresnel effect to highlight edges but it is also a real world effect that causes specular reflection intensity to increase at grazing angles. That effect would make the flat looking church geometry look more volumtric and easier to read.

Ah okay thank you. So your post was more about the church and not the cube map topic. Ah, I gotta read much more about these topics. But again thank you for taking the time to answer my still So foolish questions after all these years 😙

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

  • 3 weeks later...
Posted (edited)
3 hours ago, datiswous said:

Using skull-storm to open doors, neat!

Its a placeholder, I was thinking about rotating buzzsaw-shuriken, as the robot have splitted head just like ... lower part of his body.

Edited by ERH+
  • Like 1

S2wtMNl.gif

Posted
1 hour ago, MirceaKitsune said:

That looks amazing! New AI models are something I've been hoping we could see for some time: We can definitely use more steampunk robots, fantasy creatures, and why not some bigger and scarier undead like Doom?! I hope those models can be perfected and included in a future release.

Both of them are far from fitting AI category: monocycle is an animation with extra steps, and spider is using invisible nonsolid ai spider + separate model for every part of leg. every part is operated by script reading ai spider's joint position and angle - and modify it. In this case upper front appendiges are spider's front legs moved far up, pincers use spider's mandibles animation. You can make humanoid ai have backward bending knees, or even reverse its movement so invisible ai is walking on the ground but visible parts are walking on ceiling. Ofcourse it require that ceiling geometry mirrors floor shape, and ai sees and reacts as it is actually on the ground.

  • Like 2

S2wtMNl.gif

Posted
2 hours ago, ERH+ said:

spider is using invisible nonsolid ai spider + separate model for every part of leg. every part is operated by script reading ai spider's joint position and angle - and modify it

Nice!

  • 2 weeks later...

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