Popular Post nbohr1more Posted January 26, 2019 Popular Post Report Posted January 26, 2019 Ever since I worked on "Chalice of Kings" with Bikerdude, I have wanted to get flame particles with new particle glares into the core mod. My reasoning was that the candles have glares and the un-glared torches look mismatched. This proposal was met with mixed reactions, so (knowing the history of TDM feature proposals...) I have created a technical demo. You may download it here: zzz_flameglare.pk4.txt (fixed) Just rename without the .txt extension at the end and place it in your Darkmod directory. Here are some screens. Using particles for this is probably the wrong way to go now that Duzenko has an emissive light feature in his branch: http://forums.thedarkmod.com/topic/19659-feature-request-emissive-materialsvolumetric-lights/ 5 Quote 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...)
nbohr1more Posted January 26, 2019 Author Report Posted January 26, 2019 Moar! Quote 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...)
nbohr1more Posted January 26, 2019 Author Report Posted January 26, 2019 Fixed missing glare for newer torches... zzz_flameglare.pk4.txt 1 Quote 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...)
VanishedOne Posted January 26, 2019 Report Posted January 26, 2019 Having had to conceal lamp flare particles clipping through thin walls in the past, I'd be wary of adding default glare particles, but emissive light versions could be interesting. 2 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying
Guest Posted January 26, 2019 Report Posted January 26, 2019 That volumetric lighting is still far from perfect but it's better than particles. Actually what is worth investigating IMO is particles in current candle lights, which are too expensive atm. You can't have e.g. scenes with dozens of candles, like in builder church for example, because these detailed flame particles kill the performance. It could be replaced with something much less taxing, i.e. a static flame texture, with orientation following the player, and with some waving effect in the shader (I believe it was a shear function). Quote
Springheel Posted January 26, 2019 Report Posted January 26, 2019 Yeah, the current candleflame particles are very wasteful. I don't know much about particle editing, but my trial and error hasn't yet come up with anything better. Using a sprite might work but then that would require a new batch of models and entities, which probably isn't in the cards. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
RPGista Posted January 26, 2019 Report Posted January 26, 2019 That looks really neat, I like it a lot... Great work man. Quote
AluminumHaste Posted January 27, 2019 Report Posted January 27, 2019 That volumetric lighting is still far from perfect but it's better than particles. Actually what is worth investigating IMO is particles in current candle lights, which are too expensive atm. You can't have e.g. scenes with dozens of candles, like in builder church for example, because these detailed flame particles kill the performance. It could be replaced with something much less taxing, i.e. a static flame texture, with orientation following the player, and with some waving effect in the shader (I believe it was a shear function).That's called a sprite, and using the LOD system would be cool.Imagine a 3 frame candle sprite subtly moving, and that sprite fades as you get closer and is replaced by the particle within maybe 10 feet. Quote I always assumed I'd taste like boot leather.
nbohr1more Posted January 28, 2019 Author Report Posted January 28, 2019 Having had to conceal lamp flare particles clipping through thin walls in the past, I'd be wary of adding default glare particles, but emissive light versions could be interesting. Yes, I haven't seen the issue crop up that much with this mod installed but a few missions have this glow-bleed.Notably, Alberic's Curse in the cathedral. I'm not a fan of what it does to Penny Dreadful 2: All the way Up. The yellow glare clashes with the white illumination.That said, it actually makes the mission more consistent because the hanging oil lamps also have yellow glares withwhite lighting. :shrug: Sotha's missions seem to be made for this. Mandrasola, Coercion, etc all look great. 1 Quote 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...)
nbohr1more Posted March 8, 2024 Author Report Posted March 8, 2024 I have resolved 99.9% of the glow-bleed issues with this mod at a small sacrifice to the amount of glare. It should now look great in all missions. https://www.moddb.com/mods/the-dark-mod/addons/flame-glare-mod 1 Quote 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...)
wesp5 Posted March 8, 2024 Report Posted March 8, 2024 This looks great :)! If this isn't included in the next core update, would you mind if I include it in my patch? Quote
nbohr1more Posted March 8, 2024 Author Report Posted March 8, 2024 Feel free to add it. I think it might be good enough for 2.13 now ( pending team approval). Quote 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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