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Making cube-maps


Springheel

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One of the missing assets we have to replace is a tiny 64x64 cubemap of D3 hallways. I think it's just used in some of our reflective textures to simulate reflecting a generic indoor environment.

 

Obviously, since it's using D3 environments and no one noticed, the replacement doesn't have to be very complex, but I don't really remember how to take cubemap shots. Does anyone have one they've already made for water reflections in their map I could use? Or is there someone who could volunteer to make one?

 

Here's one part of the existing one, blown up:

post-9-0-42841800-1365364619.jpg

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Here's the wiki:

 

http://wiki.thedarkmod.com/index.php?title=Cube_maps

 

Just stand around in a typical TDM environment and invoke

 

envshot <name> 256

 

(I think sizes over 256 are distorted but that might be fixed in the 1.3.1 patch ?)

 

I can make one possibly by next weekend... I think...

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...)

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I actually remember noticing those lights in reflections and finding them annoying & hoping they'd get taken out.

And now they are.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Ideally, the cubemaps used in reflections would be based on location. So you would not have one universal cubemap

but instead many set-up per location. This is what HL2 does. The problem there is that a cubemap is also static, meaning

if the lighting in a room changes the cubemap wont reflect that change. Still... having multiple cubemaps would look

better than only one.

 

As for the cubemap in this topic, I think it is also used as a source for the ambient light textures. It may be best to have a close

approximate handy so that the whole brightness calibration is not thrown-off by the new version.

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...)

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The shading of the normal maps comes from a cubemap:

 

 

 

// TDM Ambient Method Related

{

if (global5 == 1)

blend add

map textures/darkmod/yourname // Diffuse

scale 1, 1

red global2

green global3

blue global4

}

{

if (global5 == 2)

blend add

program ambientEnvironment.vfp

vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump

vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular

vertexParm 2 global2, global3, global4, 1

 

fragmentMap 0 cubeMap env/gen1

fragmentMap 1 textures/darkmod/yourname_local // Bump

fragmentMap 2 textures/darkmod/yourname // Diffuse

fragmentMap 3 textures/darkmod/yourname_s // Specular

 

 

That said, it looks like I'm wrong unless env/gen2 is derivative of gen1... :blush:

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...)

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The shading of the normal maps comes from a cubemap:

 

Not anymore. The "2" option has been removed as of 1.08, I believe.

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TDM 1.06 the envshot command works like a charm.

 

I captured the images, brightened them, desaturated them and blurred them

 

These should be reasonably generic reflections.

 

https://dl.dropboxusercontent.com/u/17706561/env_images.zip

 


https://dl.dropboxusercontent.com/u/17706561/env_images.zip

 

I will work on material defs tomorrow.

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...)

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I couldn't find the base material for env/gen2 in pak000.pk4 ?

 

It looks like you'd just need to rename these files from test_nx.tga to gen2_nx.tga .

 

The only materials that reference these files are located in glass.mtr and sfx.mtr.

 

I made a combined material and replaced env/gen2 in the shaders with env/genTDM

 

Just rename all the images from text_nx.tga to genTDM.tga (etc) then this should be clear of

any copyright issue with Doom 3 as I imagine. Or if the glass and sfx materials have already been

altered then just rename to gen2 as above and forget about this material.

genTDM.mtr.txt

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...)

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  • 1 month later...
  • 8 months later...

Everything was replaced, but I don't remember if I did it or someone else did.

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