Jump to content
The Dark Mod Forums

Rim Lights?


duzenko

Recommended Posts

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

    • MayheM

      Hello, Since this track is originally from TDM,i think it's better to ask here than TTLG. Do you guys have the full version of this ambient track?
      https://sndup.net/z4ty/
      https://sndup.net/qwhy/
      · 2 replies
    • DeTeEff

      Bachelor Mapping Challenge!
      The girlfriend will be away to her mum's place for almost a week, which means more mapping time for me! I'm planning a speed build. Hope it will go my way
      I'm starting by downloading 2.11. Don't know if I'm going to use any fancy new stuff. Just want to crack those itching map muscles that has gone dry and dead since almost a year's worth of no-mapping
      · 3 replies
    • kano

      The cool part of Canonical's Snap, is that my machine can now ray-trace an entire (simple) scene faster than it takes the web browser to start!
      · 5 replies
    • datiswous

      Fm idea (braindump)
      "Experience the life of a mission builder"
      Esentially there are finnished elements placed somewhere in storage in the game and you have to place them in the correct places, build some walls here and there, add guard routes, give them their correct speech lines, etc. Decorate the places.. all in-game. lots of fun.. 😉
      If you do it right in the end you can play the mission.
      (would be even cooler if a thief-ai could play the mission, making it some kind of tower-defence game)
       
      This first started as an idea for an aquarium builder mission where-in you have to fill an empty aquarium with sand, waterplants, castles water and swimming fish. But above idea is more fun.
       
      · 4 replies
    • JackFarmer

      Dear ChatGPT, What are The Builders in the Dark Mod?
       
      The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards.
      The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences.
      While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.
       
      You guys did not know that, did you?
      · 2 replies
×
×
  • Create New...