Frost_Salamander Posted May 15, 2023 Report Share Posted May 15, 2023 2 minutes ago, snatcher said: You maintain it for FMs and I offer it for general use. The more people toying with the lamp the more feedback / support we may get. I noticed the lens part of the model is transparent. We need a modeler. I was going to deal with that just by adding a new skin... 1 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
HMart Posted May 15, 2023 Report Share Posted May 15, 2023 53 minutes ago, snatcher said: You maintain it for FMs and I offer it for general use. The more people toying with the lamp the more feedback / support we may get. I noticed the lens part of the model is transparent. We need a modeler. Link the model here and I will solve that, is easy (famous last words.... ). To me no need to link the material or textures just the raw model. Btw is the model lwo? I can only open .lwo models in Modo my tool of choice. 1 Quote Link to comment Share on other sites More sharing options...
Frost_Salamander Posted May 15, 2023 Report Share Posted May 15, 2023 @HMart You can find it here (under models/darkmod/weapons): https://github.com/thedarkmodcommunity/mod-handheld-lamp direct link: https://github.com/thedarkmodcommunity/mod-handheld-lamp/blob/main/models/darkmod/weapons/mod_playerlamp_model.lwo 2 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs Link to comment Share on other sites More sharing options...
HMart Posted May 15, 2023 Report Share Posted May 15, 2023 (edited) Was this model made in DR? The uvmap is all over the place, meaning it falls outside the 0 1 area. But that is not the problem, the problem is that It add a missing face in the back of the lamp thing, so you could see to the outside thought it. I put a face there that should solve the problem. mod_playerlamp_model.lwo Edited May 15, 2023 by HMart Quote Link to comment Share on other sites More sharing options...
snatcher Posted May 15, 2023 Author Report Share Posted May 15, 2023 23 minutes ago, HMart said: Was this model made in DR? The uvmap is all over the place, meaning it falls outside the 0 1 area. No idea. 23 minutes ago, HMart said: But that is not the problem, the problem is that It add a missing face in the back of the lamp thing, so you could see to the outside thought it. I put a face there that should solve the problem. No joy 1 Quote Link to comment Share on other sites More sharing options...
snatcher Posted May 15, 2023 Author Report Share Posted May 15, 2023 Perhaps we just have to replace this material with something less fancy. textures/darkmod/glass/dirty_yellow_warp // milky yellow transparent glass { // Written by Tels, mainly based on // http://www.iddevnet.com/doom3/materials.php noSelfShadow noshadows twoSided translucent forceoverlays sort decal glass qer_editorimage textures/darkmod/glass/dirty_yellow_warp_ed description "A dirty, yellow, reflecting, translucent material suited for glass panes" // this block makes the glass distort what you see through it // one unwanted side-effect is that this effect does not stack // and distorbs objects in front of the glass, too { vertexProgram heatHazeWithDepth.vfp vertexParm 0 0 , 0 // texture scrolling vertexParm 1 .8 // magnitude of the distortion fragmentProgram heatHazeWithDepth.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 // the normal map for distortion fragmentMap 2 _currentDepth } // this stage sets up the alpha mask (it doesnt render anything) { maskcolor map makealpha(textures/glass/glass1) } // now use the alpha mask to add some fake reflections { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen2 // tone down the reflection a bit and make it yellow red Parm0 * 0.2 green Parm1 * 0.2 blue Parm2 * 0.05 texgen reflect } // add our texture on top { blend gl_dst_alpha, gl_one map textures/darkmod/glass/crystal_milky red Parm0 * 0.5 green Parm1 * 0.5 blue Parm2 * 0.2 } // This is the code required for frob highlighting this texture frobstage_texture textures/darkmod/glass/crystal_milky 0.15 0.40 } I could try with different materials myself if the model was in ASE (or any other open) format. 1 Quote Link to comment Share on other sites More sharing options...
HMart Posted May 15, 2023 Report Share Posted May 15, 2023 Then the problem is also the material, yes. I would assign a opaque dark material, to the inside faces of the light housing, minus the glass front, so they don't blend with the background. Quote Link to comment Share on other sites More sharing options...
snatcher Posted May 15, 2023 Author Report Share Posted May 15, 2023 I took your version of the model @HMart and managed to export it from DarkRadiant in ASE format and I changed the texture. I don't know about collisions or anything about models and I hardly know what I am doing but it looks a little better now, imho. v0.3 at the bottom. Console command to spawn the lantern: spawn mod:weapon_playerlamp z_handheld_lamp_v0.3.pk4 3 Quote Link to comment Share on other sites More sharing options...
Popular Post Goldwell Posted May 18, 2023 Popular Post Report Share Posted May 18, 2023 On 5/13/2023 at 7:45 PM, snatcher said: Better sounds (it currently uses Blackjack sounds) lantern_sheath.ogg Lantern sheath lantern_unsheath.ogg Lantern unsheath 5 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs Link to comment Share on other sites More sharing options...
snatcher Posted May 18, 2023 Author Report Share Posted May 18, 2023 Thanks, @Goldwell! The animations are so fast that your sounds are way too long but your samples are so rich that I found a nice texture that I think gives the lamp some personality. Hope you like the result. v0.4 at the bottom. Console command to spawn the lantern: spawn mod:weapon_playerlamp z_handheld_lamp_v0.4.pk4 3 Quote Link to comment Share on other sites More sharing options...
wesp5 Posted June 19, 2023 Report Share Posted June 19, 2023 (edited) I just stumbled upon this thread (because I saw that snatcher is involved which is always exciting ) but I wonder why we would want a lamp that can not be used at the same time as a weapon? This brings back memories of the stupid Doom 3 flashlight which did the same thing just for jumpscares. So if you really want to show a visible lamp, can't the player hold it in his left hand while the right one is still free at least for blackjack, sword and to pick up items? Edited June 19, 2023 by wesp5 1 Quote Link to comment Share on other sites More sharing options...
snatcher Posted June 20, 2023 Author Report Share Posted June 20, 2023 23 hours ago, wesp5 said: [...] I wonder why we would want a lamp that can not be used at the same time as a weapon? This brings back memories of the stupid Doom 3 flashlight which did the same thing just for jumpscares. So if you really want to show a visible lamp, can't the player hold it in his left hand while the right one is still free at least for blackjack, sword and to pick up items? It's a ton of work but sure, why not. In the meantime, think of Amnesia-like horror missions... The best example we have is Marsh of Rahena by @ERH+ Which one works best for you? The more options the better. 1 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted June 20, 2023 Report Share Posted June 20, 2023 Arguably, the objection to the flashlight in Doom3 was that it prevented playing the game in a run n' gun style that old Doom players craved. Doom 3 survival horror purists have rebuked both the flashlight mod and BFG exactly because removing the toggle decreases the tension and makes the game more confrontational rather than stealthy. TDM also prefers stealth but we usually rely on other mechanics to enforce it. Still, this is a neat option to increase the scare factor. 4 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...) Link to comment Share on other sites More sharing options...
Melchior Posted October 15, 2023 Report Share Posted October 15, 2023 Could a special Monster-AI be added (or modified from an existing one); that are Photo-phobic? a 'Morlok' type creature that has great physical strength and aggression - but is totally blinded by even moderately bright light sources (oil lantern / carbide lamp? ect...) and forced to flee ( actually around corners / to dark spots). Would be far more interesting than watching slow moving zombies lumber towards the player...as usual. Sure the lantern is a neat prop - but what use is a screwdriver with no screws to turn? 1 Quote Link to comment Share on other sites More sharing options...
thebigh Posted October 15, 2023 Report Share Posted October 15, 2023 I've idly wondered if you could have a monster that reverses the light gem. That is, it can see you in darkness better than in the light. 1 Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call The House of deLisle Link to comment Share on other sites More sharing options...
snatcher Posted October 16, 2023 Author Report Share Posted October 16, 2023 These are great ideas. Quote Link to comment Share on other sites More sharing options...
Melchior Posted November 4, 2023 Report Share Posted November 4, 2023 That's basically how Infrared vision WORKS - the candles / lamps / Arc-lamp / Gas-lanterns all emit LOTS of infrared light & heat...them Morlocks are blinded by these unnaturally bright 'light' sources just the same as if you look at the sun... it could make it interesting if the light is strongly DIRECTIONAL , being a projector lantern after all - your rear isn't 'defended' by light-rays. Actually having a skittish monster that wants to wallop the player YET, is very reluctant to engage from the front seems like a VERY Theif'esq universe thing...having them constantly run back or seek cover. Quote Link to comment Share on other sites More sharing options...
snatcher Posted November 5, 2023 Author Report Share Posted November 5, 2023 You should visit us and share your insights more often, @Melchior Quote Link to comment Share on other sites More sharing options...
Melchior Posted November 11, 2023 Report Share Posted November 11, 2023 I may visit, but insight appears when it wants to. Also; found a neat blog post about Lanterns too: KEROPUNK (blog link) Quote Link to comment Share on other sites More sharing options...
snatcher Posted March 8 Author Report Share Posted March 8 Find attached to this post v0.5 of the Player Lamp, updated to 2.12 standards. The Lamp can run in parallel with other mods Updated tdm_player_thief.def from 2.12 Download the pk4 and place it in your TDM folder. Launch a mission and cycle through the weapons. Nothing else and nothing more. Enjoy! z_handheld_lamp_v0.5.pk4 3 Quote Link to comment Share on other sites More sharing options...
Dragofer Posted March 13 Report Share Posted March 13 On 3/8/2024 at 9:14 PM, snatcher said: Find attached to this post v0.5 of the Player Lamp, updated to 2.12 standards. The Lamp can run in parallel with other mods Updated tdm_player_thief.def from 2.12 Download the pk4 and place it in your TDM folder. Launch a mission and cycle through the weapons. Nothing else and nothing more. Enjoy! z_handheld_lamp_v0.5.pk4 189.53 kB · 1 download Nice - did you find a solution for how to avoid it clipping into walls or other solid objects when coming too close? Off the top of my head there was also a need to handle its behaviour in case the player gets submerged, and various other ToDo's. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Dragofer Posted March 13 Report Share Posted March 13 On 10/15/2023 at 10:14 PM, Melchior said: Could a special Monster-AI be added (or modified from an existing one); that are Photo-phobic? a 'Morlok' type creature that has great physical strength and aggression - but is totally blinded by even moderately bright light sources (oil lantern / carbide lamp? ect...) and forced to flee ( actually around corners / to dark spots). Would be far more interesting than watching slow moving zombies lumber towards the player...as usual. Sure the lantern is a neat prop - but what use is a screwdriver with no screws to turn? Yes, the stim/response system allows for this kind of thing. Easy enough to emit a custom stim around the lantern and put a response on all photophobic AIs to that stim. The response script would check whether the photophobic AI is within the lightbeam, then call a flee function on it. The main problem is that the flee function is unreliable if the AI is already busy with something else. 2 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
nbohr1more Posted March 13 Report Share Posted March 13 @snatcher can you upload this to moddb ? 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...) Link to comment Share on other sites More sharing options...
snatcher Posted March 13 Author Report Share Posted March 13 1 hour ago, Dragofer said: Nice - did you find a solution for how to avoid it clipping into walls or other solid objects when coming too close? No, I didn't. According to @HMart it needs a hack of some kind? I don't know. 1 hour ago, Dragofer said: Off the top of my head there was also a need to handle its behaviour in case the player gets submerged, and various other ToDo's. Yes, some major and minor pending items. I don't think this one can be fully realized unless it gets a serious Team effort, including some source code support. 54 minutes ago, nbohr1more said: @snatcher can you upload this to moddb ? Sorry but I don't feel like I am the owner, I don't consider it in a "good enough" status and I am not ready to support it. I contributed as much as I could and others shall keep working on it. I won't be uploading it anywhere else. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted March 13 Report Share Posted March 13 Understood 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...) Link to comment Share on other sites More sharing options...
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