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Missing frob highlighting for materials?


Sotha

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Hi!

 

While working on my map, I made a secret compartment to wall made of

textures/darkmod/plaster/framed_03

 

I noticed that this texture, when on a door, will not frob-highlight at all. It is probably missing the material information. There may be other materials in tdm_plaster.mtr, which are missing frob highlighting. Is it by design or accident?

Clipper

-The mapper's best friend.

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I don't think it would ever be by design, since that stage is ignored if not used.

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So I will file a bug report?

 

Can someone tell me how I can make a new material that I can ship with my mission. The shipped material would override the defunctional material and my mission would have the frob highlighting for the this texture?

 

Thanks!

Clipper

-The mapper's best friend.

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You just need to add this stage to your material def:

 

 

// This is the code required for frob highlighting this texture
    {
        if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white.tga
        rgb         0.40 * parm11
    }
    {
        if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/your_file_folder/your_texture_name
        rgb         0.15 * parm11
    }

  • 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...)

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Only materials that are designed to be used on frobable entities, like textures for loot or doors are setup with the frob-hilight stage. Others don't so you have to add it manually as posted by nbohr. Not a real bug but more a design desicion imho.

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

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I'm not sure about that.

Some plaster have the frob stages, like framed_diagonals and framed_crosses, and some don't, like framed_0*. These were probably made by different people or at different time.

 

This leads me to believe the stage was simply forgotten from some of the textures. The deficiency was never spotted because people haven't needed to frob these textures... until now. Good thing it is easy to fix.

Clipper

-The mapper's best friend.

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It should be added by default, I would think. It doesn't hurt anything to have it, and you never know when a mapper might want something to froblight.

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This means someone has to go through all the material definitions and add the stage, which is a very tiresome work. Volunteers? :)

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

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