Frost_Salamander Posted May 15 Report Share Posted May 15 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, In Plain Sight High Expectations Link to comment Share on other sites More sharing options...
HMart Posted May 15 Report Share Posted May 15 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 Report Share Posted May 15 @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, In Plain Sight High Expectations Link to comment Share on other sites More sharing options...
HMart Posted May 15 Report Share Posted May 15 (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 by HMart Quote Link to comment Share on other sites More sharing options...
snatcher Posted May 15 Author Report Share Posted May 15 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 Quote Link to comment Share on other sites More sharing options...
snatcher Posted May 15 Author Report Share Posted May 15 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. Quote Link to comment Share on other sites More sharing options...
HMart Posted May 15 Report Share Posted May 15 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 Author Report Share Posted May 15 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 2 Quote Link to comment Share on other sites More sharing options...
Goldwell Posted May 18 Report Share Posted May 18 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 3 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 Author Report Share Posted May 18 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 1 Quote Link to comment Share on other sites More sharing options...
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