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New Visual Options in TDM: 1.03


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As far as I know, this is not possible. Adding more strength to a normalmap means steepening the angles presented on the normalmap. The problem is also, that this would have to happen on a per-material basis and not globally.

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Doesn't happen on my PC, though, so it may be caused by something non-map-related.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I am not seeing the exact problem. Looks all right to me... :huh:

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I have taken screenshots of the 3 ambient/interaction states...

 

Yeah, one of the skybox materials is using an ambient stage which it doesn't seem it used to.

 

I just need to compare and confirm the changes against 1.02 and then I can put it into the SVN, I'll also give you the changed materials so that you can customize your skybox to avoid the problem (should to release pre 1.04).

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To add more praise to the chorus, I replayed The Crown of Penitence with the new options enabled, and it has turned from a mission with very good visuals to one with absolutely stunning visuals. Somehow it brings out 1.03's features perfectly. Maybe it is the deep normalmaps on the textures, or the lighting, but just look at it shine:

 

penitence01.jpg

 

penitence02.jpg

 

Beautiful, even with JPG compression.

Edited by Melan

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Ah, you graphics freaks are like wine-tasters! All this hand-wringing and oohing and aahing over things you only think you see (and often miss)...

 

It's all in your heads. The rest of us would rather spend $15 on a nice bottle, get some down us, and go on to enjoy the broader world! Oakey undertones and sweet-potato tannins.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

:P

 

Just kidding. (sorta)

 

:P

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Thanks for the article, STiFU. Here´s the next question: How to disable the Highlight-function for usable-objects? I really hope for an cvar. I just want to try and play without it. If not, how to decrease the Highlight-strength then? (without doing it in DR, a console-way please ;) )

-> Crisis of Capitalism

-> 9/11 Truth

->

(hard stuff), more
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Apparently, there is no console way. You'd have to alter all (!!) materials used by TDM, as the frobhighlight is defined in every material:

{

if ( parm11 > 0 )

blend gl_dst_color, gl_one

map _white

rgb 0.40 * parm11

}

{

if ( parm11 > 0 )

blend add

map textures/darkmod/stone/flat/ceramic_mosaic_decorative01

rgb 0.15 * parm11

}

 

Maybe we could adjust the code so that there are other maximum values for parm11, but I don't know. I wanted to have this configurable myself, because I wanted to raise the brightness even further any maybe even colorize it a little, so that it's easier to tell, when something is highlighted.

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I´m spending too much time here, but I just realized new Automatic Dynamic Ambient Lighting in Beleaguered Fence, look at the mission-thread, the last posts. For the inside areas (like the apartment above the starting point, exactly upon going over the window is the point of change) it was nearly pitch black on my gamma-setting while the streets were on the border to be too bright. (considering that shadows that you hide in shouldn´t be that bright...) Also the blend-time was very short. But at the window-access-point it was ok (the blend-time), but in the same way too dark as the apartment.

And the lava-pit (only inside the tomb) had an reddish ambient-light-setting, don´t remember how the blend-time was. Sotha says, he didn´t do it, so it has to be 1.03!! Or is Sotha just senile and doesn´t remember what he did? :unsure:

-> Crisis of Capitalism

-> 9/11 Truth

->

(hard stuff), more
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