Jump to content
The Dark Mod Forums

Player Lamp


snatcher

Recommended Posts

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.

lamp.jpg

I was going to deal with that just by adding a new skin...

  • Like 1
Link to comment
Share on other sites

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.

lamp.jpg

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.

  • Like 1
Link to comment
Share on other sites

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 by HMart
Link to comment
Share on other sites

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 😟

lamp2.jpg

  • Like 1

TDM Modpack

Link to comment
Share on other sites

Perhaps we just have to replace this material with something less fancy.

Lamp3.jpg

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.

  • Like 1

TDM Modpack

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Lamp4.jpg

Console command to spawn the lantern:

spawn mod:weapon_playerlamp

z_handheld_lamp_v0.3.pk4

  • Like 3

TDM Modpack

Link to comment
Share on other sites

  • 1 month later...

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 by wesp5
  • Thanks 1
Link to comment
Share on other sites

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.

portable-ori.jpg

moveable.jpg

portable-new.jpg

  • Like 1

TDM Modpack

Link to comment
Share on other sites

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.

  • Like 4

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

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.

×
×
  • Create New...