Jump to content
The Dark Mod Forums

An Idea for "realistic" brightness settings


Noodle Thief

Recommended Posts

I've played my far bit of TDM missions with gamma on 1 and brightness on 1 and I finally noticed how easy it would actually be able to see the player sneaking around in the dark if there was another player walking around as a guardr. So I finally decided to give the gamma and brightness guide in the training mission a fair amount of effort to get the "best" settings for an immersive experience.

 

After a couple minutes of re-reading the guide and fiddling around with the sliders I was never satisfied. When I was sitting in the corner to the right of the book I kept the darkest corners of the room and the torch in my FOV. When I got the dark corners dark enough to the point where I could barely make out the individual bricks (e.g. "realistic"/immersive), so that if I was a guard looking in that corner I wouldn't see shit if the player was sitting there if I'm just strolling by like most guards in the game, but the torch was incredibly dark or the colors were messed up.

 

So I was thinking, what if there was 2 sliders, one that basically made the "darks" darker and the "lights" lighter individually. I think that contrast basically does what I just said, but if you want to have near black corners e.g. "realistic" to the point where if a real person was walking by that hallway they wouldn't see you, the flaming torch is now going to give off just as much light as a zippo.

 

Anywho I don't even know if its possible to have a slider that just adjusts the dark areas of the game and another for the light. If anyone knows what I'm missing when trying to get the brightness right some help would be greatly appreciated.

  • Like 1
Link to comment
Share on other sites

Part of this Noodle is how the mapper has setup the ambient darkness levels in their map. By default most mappers here will have this base, "darkness threshold" well within a comfortable spectrum for their play style. The problem is that some players like a darker ambient than what was decided to ship with the map. What you're talking about is something of a hard mix filter for the screen. I think it would be a great addition, but I'm not sure that can be harnessed with the current graphical methods in TDM. A more likely option would be the ability to override the ambient darkness values (since I think there's specific code to target that entity by name?) with a parameter that ensures values would be no brighter than x or darker than y.

 

I could be all wet about that, but I'm pretty sure that's the only method that could work effectively for user customization.

Modeler galore & co-authors literally everything

 

 

Link to comment
Share on other sites

I think this would be possible.

 

We'd have to let the renderer know if a light is an ambient_world light and bias the color vectors with a spawnarg.

The harder part being the former though I guess that's not far off from what Rebb did to distinguish ambient lights

from regular ones to ensure that all lights don't have to run the ambient shader (which I copied to allow cubemap based

lights).

 

The complication here is that the ambient_world affects the visibility of the player so you'd need to somehow automatically

change the lightgem offset in relation to the user customization.

 

A few interesting things to tackle but it's hard to say how much priority this would have. We have bigger fish to fry... :)

  • Like 1

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

A few interesting things to tackle but it's hard to say how much priority this would have. We have bigger fish to fry... :)

 

For sure. I was definitely seeing it as a 2.06 (if we can get to it) kinda feature.

 

 

 

Personally that's my favorite iteration and usage of the ambient world method. But I think that only applies to an FM you're building rather than adding that to the list of already complete FMs.

Modeler galore & co-authors literally everything

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...