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Posted

I have a bunch of weird things like that, but they collect dust in a drawer. It is time to make some use of it. I will try to keep it small and finally release something.

  • Like 1

S2wtMNl.gif

Posted
On 10/27/2025 at 1:24 PM, ERH+ said:

Some say good horror uses all senses - this should help a bit.

Engaging concept.

For smells, which in your demo tend to predominant and persist, it might be less distracting to use icons+captions, a la the style of inventory items. Maybe, say, a column of these at the left edge. Constant smells would just be opaque, but a likely or possible smell more translucent and/or with pulsing, fade in/out.

  • Like 1
Posted

Icons for few well established effects like in HalfLife are one thing, but if smells/feelings are meant to express something unknown, and in many cases one of its kind, icons will be only confusing and unintelligible.

S2wtMNl.gif

Posted
1 hour ago, ERH+ said:

icons will be only confusing and unintelligible.

By themselves, yes. Not with a caption, e.g., a bale of hay with the caption "hay". Within an overall area captioned "Smells"

I agree feelings, touch, probably tastes are better off text-only.

Posted
On 10/27/2025 at 1:52 AM, Cambridge Spy said:

So how much have you done so far with the remake?


My original idea was that you should enter this abbey from the outside. However, I just couldn't get the facade right (not to mention placing the building in a believable coastal region).

I have to admit, I just can't design building facades. So now you enter the abbey through a cave system on the cliffs of the island. 

This was very demotivating, and I'm only making very slow progress. I've failed several times so far in designing the prayer room. I've completed maybe 10% of the project.

I'm trying to see this project through now (I just want the terrible HHI to disappear), but after that, I think I'll be done with mapping.

 

  • Sad 1
Posted (edited)
20 hours ago, JackFarmer said:

but after that, I think I'll be done with mapping.

 

That's not very positive. sounds to me it's better to work on another mission first.  Or take a break first.

Edited by datiswous
Posted
On 10/28/2025 at 1:34 PM, ERH+ said:

I have a bunch of weird things like that, but they collect dust in a drawer. It is time to make some use of it. I will try to keep it small and finally release something.

We will (very) soon have a sandbox for junior mappers to learn the ways of TDM and for senior authors to deliver advanced / weird / experimental stuff in a neat standalone format. Stay tuned!

virtual-rooms-vol1.jpg

  • Like 3
  • Thanks 1

TDM_Modpack_Thumb.png

  • 2 weeks later...
Posted
13 hours ago, Arcturus said:

  Water shader. Fog light for depth + reflective surface + scrolling textures + "sparkles" cubemap.

  Reveal hidden contents

water_reflection
{
qer_editorimage    textures/editor/mirror
noimpact
nonsolid
noshadows
discrete
    {
        blend blend
        mirrorRenderMap
        map _white
        alpha    .6
    }
}

water_shader_new
{
noimpact
nonsolid
    {
        blend    diffusemap
        map textures\darkmod\water_waves_01_height
        red    .2
        green .2
        blue .2
        translate    time * -0.2 , time * -0.2
        scale        1.5 , 1.5
    }
    {
        blend    specularmap
        map textures\darkmod\water_waves_01_height
        red    .7
        green .6
        blue .6
        translate    time *-0.15 , time * -0.15
        scale        1.5 , 1.5
    }
    {
        blend bumpmap
        map textures\darkmod\water_waves_01_local
        translate    time*0.1 , time*0.1
        centerscale    .1*sinTable[time*0.1]+.8 , .1*sinTable[time*0.1]+.8
        shear    .3*sinTable[time*0.02] , .3*sinTable[time*0.02]
        rotate    .01*sinTable[time*0.04]
    }
    {
        blend parallaxmap
        map textures\darkmod\water_waves_01_height
        min -0.15
        max 0.15
        translate   time*-0.1 , time*-0.1
        centerscale    .1*sinTable[time*0.1]+.8 , .1*sinTable[time*0.1]+.8
        shear    .3*sinTable[time*0.2] , .3*sinTable[time*0.02]
        rotate    .01*sinTable[time*0.04]
        
        inversevertexColor
        //refineSteps 5
        //linearSteps 20
        //grazingAngle 0.3
        //offsetExternalShadows 1
    }
    {
        vertexProgram        heatHazeWithMaskAndDepth.vfp
        vertexParm            0        time * 0.1 , time * -0.15    // texture scrolling
        vertexParm            1        15    // magnitude of the distortion
        fragmentProgram        heatHazeWithmaskandDepth.vfp
        fragmentMap            0        _currentRender
        fragmentMap            1        textures\darkmod\water_waves_01_local    // the normal map for distortion
        fragmentMap            2        _white    // the distortion blend map
        fragmentMap         3       _currentDepth
    }
    {
    blend    add
    cubemap    env/sparkles/sparkles
    texgen reflect
    rgb    .5
    }
    deform turbulent    sinTable 0.01 (time * 0.02) 10
}

 

This "liquid" func type for animated water surfaces is still experimental or are people using iit?

Edit: Unfortunately textures/sfx/vp3 material from tdm_sfx_legacy.mtr used for heathaze conflicts with the water, which is a shame.

  Hide contents

textures/sfx/vp3
{
    deform sprite
    nonsolid
    translucent
    {
        vertexProgram        heatHazeWithMaskAndDepth.vfp
        vertexParm            0        time * 0.1 , time * 0.5    // texture scrolling
        vertexParm            1        0.4                        // magnitude of the distortion
        fragmentProgram        heatHazeWithMaskAndDepth.vfp
        fragmentMap            0        _currentRender
        fragmentMap            1        textures/sfx/vp1.tga   // the normal map for distortion
        fragmentMap            2        textures/sfx/vp1_alpha.tga   // the distortion blend map
        fragmentMap         3       _currentDepth
    }
}

heathaze.jpg.3ca6a5b35d8fa0a917c1473969a7edbe.jpg

Texture was made in Material Maker

tMFGURd.png

PTo43HV.png

Hot dayum! How'd you end up getting that cubemap stage to update it's position in real time? The only way I was able to get moving reflections on the stock method was to physically translate the surface it was applied to. This was the main reason my ocean water system I was working on, never got out of the prototype phase.

Modeler galore & co-authors literally everything

 

 

Posted

Wow that looks really cool!

7 hours ago, Arcturus said:

This "liquid" func type for animated water surfaces is still experimental or are people using iit?

I have one in my WIP after saw it being talked about on the idtech4 discord the other day - I had no idea they even existed before that though. 

A lot of potential but it was certainly kind of a pain in the ass to setup. 

I don't understand all the parameters but I also always have a problem where the intensity of the waves seems to keep growing or multiplying gradually over time, so it looks great at map start, but after a decent amount of playtime it gets completely out of control.

-=  IRIS  =-    ♦    = SLL =

Posted

@ArcturusNot exactly that intuitive. "If set to 1.0, then once-generated wave works forever without any reduction. The lower the value, the faster oscillations stop"

Makes it sound like 1 is what it should be set to if you want it to loop forever and you should only set it lower if want the wave to eventually stop.

I wouldn't guess it needs to be set in like a a band between .99 and 1.

-=  IRIS  =-    ♦    = SLL =

Posted

@Wellingtoncrab 

Spoiler

size_x         1200
size_y         1200
tile_x         300
tile_y         300
verts_x         100
verts_y         100
liquid_type      1
density         0.8
drop_height      -20
drop_radius      8
drop_delay      0.8
update_rate      24
seed         22
shader        water_shader_new

 

Unlike for example md3 animation that has a fixed number of frames that loop forever, here the surface is generated dynamically by random "drops".

  • Like 4

It's only a model...

Posted (edited)

@Wellingtoncrab could the physical animation be added to the harbour water in my WIP? or would the water patch have to be animated?

I ask because I like the way I have your water setup, but having it physically undulate, would be very cool.

Edited by Bikerdude

bhm_banner.jpg

Posted
11 hours ago, Wellingtoncrab said:

@BikerdudeWith some tuning I don't see why not:

I attached a prefab with the func_water entity you add to your map and you need to add the "bkd_liquid.liquid" file into a directory named "liquids" in your project. You can then open bkd_liquid.liquid in a text editor to change things like the size, texture tiling and wave parameters to suit what you are looking for.

Thank you, testing...

bhm_banner.jpg

Posted (edited)
Spoiler
On 11/16/2025 at 4:36 PM, JackFarmer said:

After skipping the prayer room for the time being, I am actually getting stuff done.
aaa_new_project(2025-11-1616-23-52)(-3309.683320.072041.83).thumb.jpg.107fcb1827c50b6f0a02f3866f1eabf8.jpg

 

aaa_new_project(2025-11-1523-23-44)(-3130.85399.231796.25).thumb.jpg.184cb33c6fdca69cd94128674d3e1831.jpg

 

aaa_new_project(2025-11-1616-07-24)(-385.31976.371903.51).thumb.jpg.98b5769c1b2ba5061d599b13741fcaf9.jpg

 

Nice. I do find the volumetric mist a bit too heavy. It lowers the contrast in the scene.

Edited by datiswous

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