Popular Post AluminumHaste Posted June 7, 2015 Popular Post Report Posted June 7, 2015 While I was very flattered to see some our work for the Enhancement Pack featured in the Dark Mod, some of it could have been implemented a little better. Mainly some of the windows that originally had transparency look kind of bland when simply flattened onto a plain black background, and the normal maps are obviously just made using a filter over the diffuse map. So, I'm hereby volunteering to provide versions that look more like I/we intended them to, as well as custom made normal maps. How's that sound? What I need to know is how you'd like me to distribute them. Should I post them directly into the thread in PNG format for you to convert/ruin on your end, or should I post compressed DDS-files in archives instead? The former has the advantage of automatic preview, obviously. I've been converting some of the windows (Not sure if they are yours) into transparent ones, but they don't always get used.Video: I do create the bump map by hand so different types of glass get different amounts/types of distortion, it's just slow tedious work and I'm not all that great at it. 7 Quote I always assumed I'd taste like boot leather.
AluminumHaste Posted June 9, 2015 Author Report Posted June 9, 2015 Actually turned out quite well: I would like to be able to alpha mask the non translucent parts, like the framing so they are completely black, but I don't think you can do that AND do the post process.Maybe Rev knows. 2 Quote I always assumed I'd taste like boot leather.
Bikerdude Posted June 9, 2015 Report Posted June 9, 2015 Actually turned out quite well:So do we now have transparent versions of some of Bobs windows..? Quote
AluminumHaste Posted June 9, 2015 Author Report Posted June 9, 2015 I just started working on it lol. Just the blue one in the video is Bob's, I haven't looked at the other ones.I would like to eventually have translucent versions of ALL glass textures just in case someone wants one. It's just tedious work to set up a proper normal map for the distortion, if the current one isn't that great. Sometimes it's usable, other times it doesn't really match up with the glass types in the diffuse map, and it looks....wrong to me, and I'm too pedantic to let it go as "good enough" and end up spending 2-4 hours creating a new one from scratch in photoshop. 1 Quote I always assumed I'd taste like boot leather.
Popular Post AluminumHaste Posted June 9, 2015 Author Popular Post Report Posted June 9, 2015 I really like the way these are turning out, I've found a way of settings the stages so that the window textures react to lights, the diffuse gets brighter. Obviously the brighter the texture, the larger the increase from things like the lantern and lights. Really dark textures like the moonlit one, get very little increase in detail/brightness as all the dark pixels are completely black.Nice: 6 Quote I always assumed I'd taste like boot leather.
Goldwell Posted June 9, 2015 Report Posted June 9, 2015 These are looking very cool, I can just picture playing TDM and looking inside (or outside) of a tavern window with that effect on.. would look very cool! Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs
Springheel Posted June 9, 2015 Report Posted June 9, 2015 I've found a way of settings the stages so that the window textures react to lights Do tell? Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
Bikerdude Posted June 9, 2015 Report Posted June 9, 2015 These are looking very cool, I can just picture playing TDM and looking inside (or outside) of a tavern window with that effect on.. would look very cool!And using Obstortte's fake inside via .ROQ video you could effectively have load of fake inside that would like incredibly realistic. Quote
AluminumHaste Posted June 10, 2015 Author Report Posted June 10, 2015 I think this will be the final result, I'm pretty happy with this: @Springs, I'm still trying to figure out what I changed in the shader def that made this happen lol. Still investigating. 2 Quote I always assumed I'd taste like boot leather.
AluminumHaste Posted June 10, 2015 Author Report Posted June 10, 2015 Okay I'm done for the night, I was playing around with placing different light sources and recorded something I thought was cool. I had forgotten that guard was on the other side of the window and I couldn't see him until I put the candle out. Neat. Do tell? What I did was add a few lines. Here's the original shader def for this window: // Author: AluminumHaste textures/darkmod/glass/stained_glass_victorian02_2sided { noshadows translucent glass twoSided forceoverlays sort decal sort nearest forceOpaque sort postProcess qer_editorimage textures/darkmod/glass/victorian02_ed { vertexProgram heatHaze.vfp vertexParm 0 0 , 0 // texture scrolling vertexParm 1 2 // magnitude of the distortion fragmentProgram heatHaze.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/darkmod/glass/victorian02_local // the normal map for distortion } description "A highly ornate transluscent stained glass window" //-------------------------------------------------------------------------------------------------------- { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen1 // tone down the reflection a bit red Parm0 * 0.2 green Parm1 * 0.2 blue Parm2 * 0.2 texgen reflect } // add our texture on top { blend gl_dst_color, gl_one map textures/darkmod/glass/victorian02_d red Parm0 green Parm1 blue Parm2 } { blend filter map textures/darkmod/glass/victorian02_d } // This is the code required for frob highlighting this texture { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/glass/victorian02_d rgb 0.15 * parm11 } bumpmap textures/darkmod/glass/victorian02_local specularmap textures/darkmod/glass/victorian02_s // TDM Ambient Method Related { if (global5 == 1) blend add map _black 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/glass/victorian02_local // Bump fragmentMap 2 _black // Diffuse fragmentMap 3 textures/darkmod/glass/victorian02_s // Specular } } Here's the modified one: // Author: AluminumHaste textures/darkmod/glass/stained_glass_victorian02_2sided { noshadows translucent glass twoSided forceoverlays sort decal sort nearest forceOpaque sort postProcess qer_editorimage textures/darkmod/glass/victorian02_ed description "A highly ornate translucent stained glass window." { vertexProgram heatHaze.vfp vertexParm 0 0 , 0 // texture scrolling vertexParm 1 2 // magnitude of the distortion fragmentProgram heatHaze.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/darkmod/glass/victorian02_local // the normal map for distortion } //-------------------------------------------------------------------------------------------------------- { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen1 // tone down the reflection a lot red Parm0 * 0.5 green Parm1 * 0.5 blue Parm2 * 0.5 texgen reflect } // add our texture on top { blend gl_dst_color, gl_one map textures/darkmod/glass/victorian02_d red Parm0 green Parm1 blue Parm2 } // add static image map on top { blend filter map textures/darkmod/glass/victorian02_d } // This is the code required for frob highlighting this texture { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/glass/victorian02_d rgb 0.15 * parm11 } diffusemap textures/darkmod/glass/victorian02_d { blend add map textures/darkmod/glass/victorian02_d rgb 0.05 } specularmap textures/darkmod/glass/victorian02_s // This is the code required for frob highlighting this texture { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/glass/victorian02_d rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/glass/victorian02_d 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/glass/victorian02_local // Bump fragmentMap 2 textures/darkmod/glass/victorian02_d // Diffuse fragmentMap 3 textures/darkmod/glass/victorian02_s // Specular } } I think it was the blend add stage that made the difference. Quote I always assumed I'd taste like boot leather.
Springheel Posted June 10, 2015 Report Posted June 10, 2015 That blend add should just make the texture very slightly self lit. But oddly, you define a diffusemap that is a regular texture...in my experience that is incompatible with transparency. Weird. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
161803398874989 Posted June 10, 2015 Report Posted June 10, 2015 That's neat as hell AluminumHaste. One thing that bothers me, though, is that you don't see the shadow of the guard on the window when he passes by. Does that have something to do with the way TDM renders shadows? Quote You can call me Phi, Numbers, Digits, Ratio, 16, 1618, or whatever really, as long as it's not Phil.
AluminumHaste Posted June 10, 2015 Author Report Posted June 10, 2015 Yeah pretty much. I think Rev was working on something where shadows would show up on the backs of leaves, that might work for this too. But that was a long time ago, not sure where that stands. Quote I always assumed I'd taste like boot leather.
SteveL Posted June 10, 2015 Report Posted June 10, 2015 That blend add should just make the texture very slightly self lit. But oddly, you define a diffusemap that is a regular texture...in my experience that is incompatible with transparency. Weird. It's probably being controlled by the "translucent" global keyword at the top of the material decl. "Translucent" makes ordinary diffusemaps draw in a checkerboard pattern: one pixel on, one pixel off, which gives exactly 50% transparency while letting the "on" pixels receive lighting as normal. On top of that we have various blends which seem to be overcoming the 50%-transparent-only limitation of "translucent" by brightening and darkening both the "on" and "off" pixels by adding further layers of colour using "blend add" and "filter". The overall effect is great! And it looks like we can overcome the "no lit transparency" rules that're common to lots of engines, not just ours. Recently we've seen Arcturus's lit water ripples, then that bottle that Obsttorte demo'd recently, both of which used blank bump maps and/or specular maps to add reflections from nearby lights. Now this stained glass of AH's that takes it a step further and behaves right with lights either side.... exciting possibilities 2 Quote
Obsttorte Posted June 10, 2015 Report Posted June 10, 2015 That blend add should just make the texture very slightly self lit. But oddly, you define a diffusemap that is a regular texture...in my experience that is incompatible with transparency. Weird.Not really, it just becomes 50% transparent. But from the shader I guess the opaque parts only look opaque, but aren't really. Good work otherwise. Btw.: The block containing if(global5 == 2) can be removed 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
AluminumHaste Posted June 10, 2015 Author Report Posted June 10, 2015 Btw.: The block containing if(global5 == 2) can be removed Is that for the old ambient method? Quote I always assumed I'd taste like boot leather.
nbohr1more Posted June 10, 2015 Report Posted June 10, 2015 Is that for the old ambient method? Yes, that's for the old "Enhanced Ambient". As I recall, this is no longer used and the dedicated Ambient.vfp is now in place. 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...)
AluminumHaste Posted June 11, 2015 Author Report Posted June 11, 2015 One thing I was hoping you could take a look at steve, when using DDS files in any of the stages, I get this weird staggered effect where it looks like one of the diffuse stages is moving over a bit, you can see in the large Lion image with the white arrows. The smaller Victorian window that I've already converted all DDS to TGA, doesn't have this issue. Quote I always assumed I'd taste like boot leather.
RPGista Posted June 11, 2015 Report Posted June 11, 2015 I've been converting some of the windows (Not sure if they are yours) into transparent ones, but they don't always get used.Video: I do create the bump map by hand so different types of glass get different amounts/types of distortion, it's just slow tedious work and I'm not all that great at it. Au contraire my friend, these are pretty great! Quote
SteveL Posted June 13, 2015 Report Posted June 13, 2015 One thing I was hoping you could take a look at steve, when using DDS files in any of the stages, I get this weird staggered effect where it looks like one of the diffuse stages is moving over a bit, you can see in the large Lion image with the white arrows. The smaller Victorian window that I've already converted all DDS to TGA, doesn't have this issue. darkmod_2015-06-10_20.35.32.jpgIt's the compressed (dds) normal map being used in the heat_haze.vfp fragment program that's causing the problem. The lit stage of the shader gets drawn before the distortion gets applied, i.e. it gets distorted too. For some reason, heat_haze.vfp shifts everything to the left when given the dds version of the normal map, so your lit shader stage is out of line with the blended colour layers. You can fix it by using the tga just for the heat_haze effect and using dds for the other stages. One other thing I noticed: that lion glass image is not a power-of-two, it's 1024x768. The engine sometimes makes a right mess of rescaling images, but we seem to be getting away with it with this one. But there's another difference there between DDS and TGA. The engine rescales the TGA version to 1024x512 before uploading it to the GPU, but DDS images are not touched by the engine so the gpu is actually using a 1024x768 texture and mis-sized mipmaps when you use the DDS version. Quote
AluminumHaste Posted June 13, 2015 Author Report Posted June 13, 2015 Damn, I was hoping this was something you could fix, now I'll have to convert those DDS to TGA. Oh well it's just 11 of them. Okay, replaced the DDS with TGA files. Quote I always assumed I'd taste like boot leather.
AluminumHaste Posted June 13, 2015 Author Report Posted June 13, 2015 Okay Steve, seems to work fine with TGA local stage: http://www.youtube.com/watch?v=KzlAe_cdNAg 1 Quote I always assumed I'd taste like boot leather.
Xarg Posted June 17, 2015 Report Posted June 17, 2015 These look really good! Quote Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks 8gb Kingston 1600mhz CL8 XMP RAM stock frequency Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080
Tels Posted June 20, 2015 Report Posted June 20, 2015 Wonderful! Would be coolif we could convert the old materials and upgrade maps - but it's probably just a dream. One thing that might work for the "black parts" of the glass is to add another stage with a diffusemap which only has these parts as black. OTOH, the "blackframes" between the glass panes are lead, so they shouldn't be black, just very dark. https://en.wikipedia.org/wiki/Leadlight Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax
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