nbohr1more Posted June 5, 2022 Report Share Posted June 5, 2022 6 hours ago, Obsttorte said: As per request of @Dragofer I've updated the shader work from this post. The image manipulation takes place in the fragment shader gl_overlay.fs and can be tweaked as needed. I haven't found a way to pass arguments via the gui to the material to allow on the fly alterations, so the effect is static. gl_overlay.pk4 4.51 kB · 0 downloads Very cool for in-game effects or cinematics! If players just want to play any TDM mission in "Black and White mode", they can set: r_postprocess_desaturation 1.0 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
Dragofer Posted June 5, 2022 Report Share Posted June 5, 2022 Thanks for restoring this feature, it should go nicely with an xray material among other things. 2 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Obsttorte Posted June 10, 2022 Author Report Share Posted June 10, 2022 As requested by @Spooks (#5930) I've created a set of modified versions of the graffiti decals added by Necrobob and Bikerdude (Commited with revision #16491) Those materials are placed under textures/darkmod/decals/graffiti and located under darkmod/materials/tdm_decals_graffiti.mtr (new file). The upper version can be colored using the _color spawnarg if turned into an entity. As using black as a color will make the decals dissapear (it is na additive blend), I've created a black version, too (multiplicative blend). Their names are extended with _black, e.g. the cross most-left is textures/darkmod/decals/graffiti/allright textures/darkmod/decals/graffiti/allright_black ############################### While working on this I've noticed a bug: When turning the decal into a func_static it can happen that it won't get offset anymore, so when placed exactly at a surface it simple isn't visible. As there is no z-fighting I assume that the polygon offset gets screwed up. The occourence of this issue depends on the direction the decal is facing. It works when facing the positive x-,y- or z-direction, but not in the negative one. Is this a known issue? EDIT: I've tried to create a testmap to file a bugtracker entree but wasn't able to reproduce the issue. It occours in the map the above image was taken, however. Guess there is something screwed up with that, dunno. So probably a map and not a TDM bug considering it doesn't seem to have been reported before. (Which is somewhat good news but leaves me confused ... and sooo tired ) 2 Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
Obsttorte Posted June 27, 2022 Author Report Share Posted June 27, 2022 1 Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
Obsttorte Posted June 30, 2022 Author Report Share Posted June 30, 2022 Just some notes on the above video. (Should have added that with the video). What you can see there are some script functions that got added and allow to modify the animation speed on the fly. That was actually a request from 14 years ago string getAnimList(int channel) prints a list of all available animations on the specified channel to the console float getAnimRate(int channel, string animName) returns the current animation speed of the named anim on the specified channel returns -1 if anim or channel not available float setAnimRate(int channel, string animName, float rate) sets the animation speed of the named anim on the respective channel to the specified value. returns 1 on success, -1 otherwise negative values are not allowed as they lead to insta-death (why ever) The channels are ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO and ANIMCHANNEL_LEGS. One use-case that came to my mind was an icebomb, that slows down enemies (and creates ice floes when thrown on water - wait, where did I see that ) Another feature would be some sort of time warp effect that slows down or speed up everything around you (moveables would need a different approach, though) or guards that run slower if they got injured at their legs (which would give broadheads a non-lethal usecase or allow the usage of crow's feet weapons). Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
datiswous Posted July 1, 2022 Report Share Posted July 1, 2022 Is this only about ai animation? Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted July 1, 2022 Author Report Share Posted July 1, 2022 It's part of the idActor class. What do you have in mind, weapons? Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
datiswous Posted July 1, 2022 Report Share Posted July 1, 2022 Cogs, wheels, or other kind of machine animation. Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted July 1, 2022 Author Report Share Posted July 1, 2022 Those are usually no animations, but movers. There speed can already be altered via script. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
snatcher Posted January 28 Report Share Posted January 28 On 1/20/2021 at 5:54 PM, RedNoodles said: Hi, I've been playing around with your halloween sandbox (helloween.pk4) and I wanted to say the lantern looks awesome. I'd love to see this in a horror mission. do you know if theres a way to separate it from the sword? Ive been experimenting with the def files and haven't had much luck. first thing I did was go into the tdm_player_thief def file and add a new weapon def (there are 12 weapon slots, but TDM only uses 10) then I duplicated the default tdm_weapon_shortsword def from TDM and renamed it tdm_weapon_lamp. I compared it to your shortsword def and copied some of the references while giving the functions new names. At this point I could start up darkradiant, create this new lamp entity, load the map, pick it up and equip it alongside the sword. I then tried to repeat this process with your shortsword script file (which the lamp def file is supposed to point to) after including it in tdm_custom_scripts TDM doesn't like this new script file for some reason. it crashes on start up citing errors in the weapon_lantern::Idle() function Error: tdm_weapon_lantern.script, line 90: '.' is not a name I'm stuck. any idea what could be causing this? @Obsttorte, @RedNoodles and all, Is this available anywhere, please? Can't find it in this topic. Quote Link to comment Share on other sites More sharing options...
datiswous Posted January 29 Report Share Posted January 29 (edited) On 3/19/2013 at 4:52 PM, Obsttorte said: wiki article describing the note book scriptobject: http://wiki.thedarkm...matic_note_book Sounds pretty neat. Has this ever been used in a mission? Edit: I think it has been used in A house of locked secrets. Just started playing that one. Edited February 2 by datiswous Quote Link to comment Share on other sites More sharing options...
datiswous Posted February 2 Report Share Posted February 2 On 6/5/2022 at 9:42 AM, Obsttorte said: As per request of @Dragofer I've updated the shader work from this post. The image manipulation takes place in the fragment shader gl_overlay.fs and can be tweaked as needed. I haven't found a way to pass arguments via the gui to the material to allow on the fly alterations, so the effect is static. Would it for example be possible to make a camera view which shows black and white, but the rest of the world is in color? So you could for example make a window that looks out in a black and white world. Or a black and white picture on the wall that actually shows an ingame scene. Quote Link to comment Share on other sites More sharing options...
chakkman Posted February 2 Report Share Posted February 2 What happened to Obsttorte? "Last visited October 2022". Quote Link to comment Share on other sites More sharing options...
datiswous Posted March 6 Report Share Posted March 6 On 10/1/2016 at 11:05 AM, Obsttorte said: blend.pk4.txt 2.19 kB · 160 downloads blend.pk4.txt 2.19 kB · 160 downloads Does this still work, or can it made workable? This uses arb glprog instead of glsl currently used by tdm. Or can it be converted? Quote Link to comment Share on other sites More sharing options...
RedNoodles Posted March 21 Report Share Posted March 21 On 1/28/2023 at 5:41 PM, snatcher said: @Obsttorte, @RedNoodles and all, Is this available anywhere, please? Can't find it in this topic. Sorry for the late reply. This is the file. It was shared by Dragofer on the discord. Quote Here's the .pk4 if anyone wants to try it out in a mission and maybe also give feedback. Simply place it in your TDM base install. You can access the lantern by scrolling through your weapons, or bind it to i.e. the p key by pasting this into the console: bind "p" "_impulse11" z_handheld_lantern.pk4 Quote Link to comment Share on other sites More sharing options...
snatcher Posted March 21 Report Share Posted March 21 Thank you very much, @RedNoodles ! Quote Link to comment Share on other sites More sharing options...
snatcher Posted March 21 Report Share Posted March 21 This lantern is simply perfect for Marsh of Rahena @ERH+ I will see if there is room for improvements. Quote Link to comment Share on other sites More sharing options...
Dragofer Posted March 25 Report Share Posted March 25 The lantern has seen some improvements by myself, Amadeus and Goldwell. If I shared that file on Discord its probably the version that has those improvements. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
datiswous Posted March 25 Report Share Posted March 25 Oh so this is like a Doom 3 style lantern that you use instead of a weapon? Quote Link to comment Share on other sites More sharing options...
snatcher Posted May 12 Report Share Posted May 12 (edited) On 3/25/2023 at 3:30 PM, datiswous said: Oh so this is like a Doom 3 style lantern that you use instead of a weapon? Yep! I have completed my clean-up of the handheld lantern, I just don't know what to do with it now I think it deserves its own topic. EDIT - Here: Edited May 13 by snatcher Quote Link to comment Share on other sites More sharing options...
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