Jump to content
The Dark Mod Forums

Rim Lights?


duzenko

Recommended Posts

Btw. if we want this to work as a new frob someday, ambientRimColor needs to be a stage keyword, not a global keyword, so we can put it in curly brackets with if ( parm11 > 0 ) clause. Also, I see that the shader made into official 2.07 beta, that's great :)

Link to comment
Share on other sites

Oh no, a new frob highlight should never be implemented in the mtr file again. This whole thing was just an errorprone hack to begin with. Stuff like that has to be moved to game code, now that we can freely access the renderer.

 

That's not supposed to mean, that I am against making it a stage keyword, though.

  • Like 3
Link to comment
Share on other sites

  • 3 months later...

I've just been playing around with this, exploring its potential for ghostly effects. I'll try this on an AI next:

 

post-35144-0-08221600-1554319569_thumb.jpg

 

(For anyone wanting to replicate the effect: it seems you need a light-interactive stage, so use translucent and diffusemap _black (translucency with no explicit diffuse stage also works if you have a bumpmap).)

 

Am I right in thinking it currently only accepts numeric literals as parameters? That is, I shouldn't expect anything like this to work?

ambientRimColor 0,1,parm3
ambientRimColor 0,1,pulseTable[time]
Edited by VanishedOne
  • Like 3

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Link to comment
Share on other sites

 

Am I right in thinking it currently only accepts numeric literals as parameters? That is, I shouldn't expect anything like this to work?
ambientRimColor 0,1,parm3
ambientRimColor 0,1,pulseTable[time]

Probably not ATM but if you need that it should not be hard to add

  • Like 1
Link to comment
Share on other sites

Edit: sorry, false alarm. For some reason I had GLSL turned off; I must have forgotten to turn it back on after checking something yesterday. this seems to be a consequence of trying the regular .exe without having purged the new glprogs.

 

Anyway--after confirming GLSL is on, I'm afraid rimlights still appear broken in the new version. That is, I can't see them at all.

Edited by VanishedOne

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Link to comment
Share on other sites

Edit: sorry, false alarm. For some reason I had GLSL turned off; I must have forgotten to turn it back on after checking something yesterday. this seems to be a consequence of trying the regular .exe without having purged the new glprogs.

 

Anyway--after confirming GLSL is on, I'm afraid rimlights still appear broken in the new version. That is, I can't see them at all.

Did you try the "frestest" map?

Any errors in console after reloadglslprograms?

Link to comment
Share on other sites

This is getting odd. My test map has some unrelated junk in it, so I removed that and saved a new version, dmapped...

...and now it works! And yes, I can enter expressions in the material def. Then I wanted to test using shaderparms, and I realised the surface I'd been testing with was a worldspawn patch, so I converted to a func_static entity, dmapped again...

...and now rimlights turn out not to work on that. I'm attaching a version of the map wth worldspawn and func_static patches side by side. Here's the test material:

rimtest
{
	ambientRimColor 1,0,1
	//translucent
	
	diffusemap _black
	bumpmap textures/darkmod/metal/detailed/brass_plaque_electric_433_local
	
}

Edit: it does work on the func_static if I make the material translucent. :wacko:

rimtest.map.txt

Edited by VanishedOne
  • Like 1

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Link to comment
Share on other sites

This is what I see:

 

post-35144-0-81683000-1554651885.jpg

 

(Also, your light gem looks weirdly dark compared to mine.)

 

Edit: hmm, it's not a worldspawn-versus-everything-else thing. Attached is the original version of my test map: here it's a worldspawn patch and still works for me only under 2.07.

 

Edit2: and in this version of the map, if I remove the idAFEntity_SteamPipe entity it starts to work under the new TDM version, but only from certain viewing angles:

 

post-35144-0-67202900-1554653984_thumb.jpg

 

Edit3: in the new TDM version, neither patch in rimtest.map has rimlights if I disable anti-aliasing in TDM's settings menu. In 2.07 I can see them with or without AA.

powderkeg.map.txt

Edited by VanishedOne

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Link to comment
Share on other sites

 

Edit: hmm, it's not a worldspawn-versus-everything-else thing. Attached is the original version of my test map: here it's a worldspawn patch and still works for me only under 2.07.

What do you know - it was a mistake in my C++ code! -_-

Try now

https://drive.google.com/file/d/0B9OoHSmkeSeNZWdyZFliQkNsVTA/view?usp=sharing

  • Like 1
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

    • Ansome

      Taking a break to alleviate burnout. In retrospect, I probably shouldn't have jumped into a map-making contest so quickly after just finishing another project and especially with my busy schedule, but I do believe I have something that the community will enjoy. No clue if I'll be able to finish it on time for the competition if I factor in a break, but I'd rather take my time and deliver something of quality rather than engage in development crunch or lose part of the map's soul to burnout.
      · 0 replies
    • Skaruts

      Working on an update for my mission By The Cookbook. If anyone that played it has any further bugs to report, please let me know.
      I posted more details about the update in the mission thread.
      · 1 reply
    • lucien

      being thankful for tdm is a good feeling
      · 0 replies
    • The Black Arrow

      Happy birthday to me!
      Yes, today's my birthday and as much as I want to play The Dark Mod, I won't until it's late Autumn, where it should be a bit chilly in my place and there's some wind too.
      For now, it's time to enjoy my birthday, if any of you want to play a great fan mission in my honour...Well that's asking too much, just play the mission because it's fun, not because of me, enjoy it yourself! 💪
      · 5 replies
    • nbohr1more

      New texture wiki article created: https://wiki.thedarkmod.com/index.php?title=Creating_textures_from_Ornate_Photos
      · 11 replies
×
×
  • Create New...