peter_spy Posted December 20, 2018 Report Share Posted December 20, 2018 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 Quote Misc. assets for TDM Link to comment Share on other sites More sharing options...
STiFU Posted December 20, 2018 Report Share Posted December 20, 2018 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. 3 Quote Link to comment Share on other sites More sharing options...
peter_spy Posted December 21, 2018 Report Share Posted December 21, 2018 Yup, some kind of master frob shader would be much more convenient (but IMO that should be something that you can tweak, if you want to). Quote Misc. assets for TDM Link to comment Share on other sites More sharing options...
duzenko Posted December 21, 2018 Author Report Share Posted December 21, 2018 Having the back renderer to evaluate a couple of extra frob stages for every potentially frobable material in view is bad for performance.It would be great to get rid of them at some point completely, along with the now unused ambient shader stage Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted April 3, 2019 Report Share Posted April 3, 2019 (edited) I've just been playing around with this, exploring its potential for ghostly effects. I'll try this on an AI next: (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 April 3, 2019 by VanishedOne 3 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
RPGista Posted April 4, 2019 Report Share Posted April 4, 2019 Thats a pretty cool effect! Quote Link to comment Share on other sites More sharing options...
duzenko Posted April 4, 2019 Author Report Share Posted April 4, 2019 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 1 Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted April 4, 2019 Report Share Posted April 4, 2019 Good to hear! If we had support for the same kind of expressions as in per-stage rgb, we'd be able to make the colour fade or pulsate as desired. Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
duzenko Posted April 5, 2019 Author Report Share Posted April 5, 2019 Good to hear! If we had support for the same kind of expressions as in per-stage rgb, we'd be able to make the colour fade or pulsate as desired.Try this one https://drive.google.com/file/d/0B9OoHSmkeSeNZWdyZFliQkNsVTA/view?usp=sharing 1 Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted April 5, 2019 Report Share Posted April 5, 2019 (edited) 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 April 5, 2019 by VanishedOne Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
duzenko Posted April 5, 2019 Author Report Share Posted April 5, 2019 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? Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted April 5, 2019 Report Share Posted April 5, 2019 No console errors. I don't know that map (some download links in the thread seem to have expired). Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
duzenko Posted April 6, 2019 Author Report Share Posted April 6, 2019 Please attach your test map then Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted April 6, 2019 Report Share Posted April 6, 2019 (edited) 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. rimtest.map.txt Edited April 6, 2019 by VanishedOne 1 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
duzenko Posted April 7, 2019 Author Report Share Posted April 7, 2019 I'm attaching a version of the map wth worldspawn and func_static patches side by side.It just works for me Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted April 7, 2019 Report Share Posted April 7, 2019 (edited) This is what I see: (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: 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 April 7, 2019 by VanishedOne Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
duzenko Posted April 8, 2019 Author Report Share Posted April 8, 2019 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 nowhttps://drive.google.com/file/d/0B9OoHSmkeSeNZWdyZFliQkNsVTA/view?usp=sharing 1 Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted April 8, 2019 Report Share Posted April 8, 2019 Great! Everything seems to work now. 1 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
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