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Posted
On 7/17/2025 at 1:09 PM, datiswous said:

So the proposal is to change all core included windows to the better lit version?

Correct, but only those windows that RGB boosting the whole diffuse, instead of just the lit panes.

bhm_banner.jpg

Posted

Yeah, I really like these new windows and think it will be a worthwhile change. Some of the selflit windows in core TDM are essentially worthless right now because the "metal" part of the window image is unnaturally bright. Is there any opposition to making this change?

  • 1 month later...
Posted

Here's with a different table. I modified convexFade table defined in tdm_tables.mtr file:

Spoiler

table convexFade { {
0.0000000, 0.0000000, 0.0000000, 0.0000000, 0.0000000, 0.001, 0.002, 0.003, 0.004, 0.005,
0.006, 0.007, 0.008, 0.009, 0.01, 0.012, 0.013, 0.014, 0.015, 0.016, 0.017, 0.018, 0.019, 0.02,
0.021, 0.022, 0.023, 0.0249307, 0.0498458, 0.0747300, 0.0995678, 0.1243436, 0.1490421, 0.1736480, 
0.1981460, 0.2225208, 0.2467572, 0.2708403, 0.2947549, 0.3184864, 0.3420199, 0.3653407, 
0.3884345, 0.4112868, 0.4338834, 0.4562103, 0.4782536, 0.4999996, 0.5214348, 0.5425459, 
0.5633196, 0.5837433, 0.6038040, 0.6234894, 0.6427872, 0.6616854, 0.6801723, 0.6982363, 
0.7158664, 0.7330514, 0.7497807, 0.7660440, 0.7818310, 0.7971320, 0.8119375, 0.8262383, 
0.8400255, 0.8532904, 0.8660250, 0.8782212, 0.8898714, 0.9009684, 0.9115055, 0.9214758, 
0.9308734, 0.9396923, 0.9479270, 0.9555725, 0.9626240, 0.9690770, 0.9749277, 0.9801723, 
0.9848076, 0.9888306, 0.9922391, 0.9950306, 0.9972037, 0.9987569, 0.9996892, 1.0000000,
1.0000000, 0.9996892, 0.9987569, 0.9972037, 0.9950306, 0.9922391, 0.9888306, 0.9848076,
0.9801723, 0.9749277, 0.9690770, 0.9626240, 0.9555725, 0.9479270, 0.9396923, 0.9308734,
0.9214758, 0.9115055, 0.9009684, 0.8898714, 0.8782212, 0.8660250, 0.8532904, 0.8400255,
0.8262383, 0.8119375, 0.7971320, 0.7818310, 0.7660440, 0.7497807, 0.7330514, 0.7158664,
0.6982363, 0.6801723, 0.6616854, 0.6427872, 0.6234894, 0.6038040, 0.5837433, 0.5633196,
0.5425459, 0.5214348, 0.4999996, 0.4782536, 0.4562103, 0.4338834, 0.4112868, 0.3884345,
0.3653407, 0.3420199, 0.3184864, 0.2947549, 0.2708403, 0.2467572, 0.2225208, 0.1981460,
0.1736480, 0.1490421, 0.1243436, 0.0995678, 0.0747300, 0.0498458, 0.0249307, 0.023, 0.022,
0.021, 0.02, 0.019, 0.018, 0.017, 0.016, 0.015, 0.014, 0.013, 0.012, 0.01, 0.009, 0.008,
0.007, 0.006, 0.005, 0.004, 0.003, 0.002, 0.001, 0.0000000, 0.0000000, 0.0000000, 0.0000000, 0.0000000
 } }

Both window and light materials use this table:

textures/darkmod/window/wooden_frame01/wooden_frame01_lit
{
    glass
    noselfshadow
    
    qer_editorimage         textures/darkmod/window/wooden_frame01_lit_ed
    diffusemap              textures/darkmod/window/wooden_frame01_base
    bumpmap                 textures/darkmod/window/wooden_frame01_local
    specularmap             textures/darkmod/window/wooden_frame01_s

    {
    blend add
    map  textures/darkmod/window/wooden_frame01_lit_overlay
    red 6 * convexFade [ time * .1 ] green 4 * convexFade [ time * .1 ] blue 5 * convexFade [ time * .1 ]
    }
}

 

lights/biground1_convexFade

{
    {
        forceHighQuality
        map        lights/biground1.tga
        red         ( convexFade [Parm4 + (time * (.1 * Parm3)) ]) * Parm0
        green         ( convexFade [Parm4 + (time * (.1 * Parm3)) ]) * Parm1
        blue         ( convexFade [Parm4 + (time * (.1 * Parm3)) ]) * Parm2
        zeroclamp
    }
}

I put two lights in front of the window:

lightsy.jpg.7f41b3db0e800d4a29477764abb72b15.jpg

 

  • Like 1

It's only a model...

Posted (edited)
On 9/1/2025 at 10:18 PM, Arcturus said:

Here's with a different table. I modified convexFade table defined in tdm_tables.mtr file:

  Reveal hidden contents

table convexFade { {
0.0000000, 0.0000000, 0.0000000, 0.0000000, 0.0000000, 0.001, 0.002, 0.003, 0.004, 0.005,
0.006, 0.007, 0.008, 0.009, 0.01, 0.012, 0.013, 0.014, 0.015, 0.016, 0.017, 0.018, 0.019, 0.02,
0.021, 0.022, 0.023, 0.0249307, 0.0498458, 0.0747300, 0.0995678, 0.1243436, 0.1490421, 0.1736480, 
0.1981460, 0.2225208, 0.2467572, 0.2708403, 0.2947549, 0.3184864, 0.3420199, 0.3653407, 
0.3884345, 0.4112868, 0.4338834, 0.4562103, 0.4782536, 0.4999996, 0.5214348, 0.5425459, 
0.5633196, 0.5837433, 0.6038040, 0.6234894, 0.6427872, 0.6616854, 0.6801723, 0.6982363, 
0.7158664, 0.7330514, 0.7497807, 0.7660440, 0.7818310, 0.7971320, 0.8119375, 0.8262383, 
0.8400255, 0.8532904, 0.8660250, 0.8782212, 0.8898714, 0.9009684, 0.9115055, 0.9214758, 
0.9308734, 0.9396923, 0.9479270, 0.9555725, 0.9626240, 0.9690770, 0.9749277, 0.9801723, 
0.9848076, 0.9888306, 0.9922391, 0.9950306, 0.9972037, 0.9987569, 0.9996892, 1.0000000,
1.0000000, 0.9996892, 0.9987569, 0.9972037, 0.9950306, 0.9922391, 0.9888306, 0.9848076,
0.9801723, 0.9749277, 0.9690770, 0.9626240, 0.9555725, 0.9479270, 0.9396923, 0.9308734,
0.9214758, 0.9115055, 0.9009684, 0.8898714, 0.8782212, 0.8660250, 0.8532904, 0.8400255,
0.8262383, 0.8119375, 0.7971320, 0.7818310, 0.7660440, 0.7497807, 0.7330514, 0.7158664,
0.6982363, 0.6801723, 0.6616854, 0.6427872, 0.6234894, 0.6038040, 0.5837433, 0.5633196,
0.5425459, 0.5214348, 0.4999996, 0.4782536, 0.4562103, 0.4338834, 0.4112868, 0.3884345,
0.3653407, 0.3420199, 0.3184864, 0.2947549, 0.2708403, 0.2467572, 0.2225208, 0.1981460,
0.1736480, 0.1490421, 0.1243436, 0.0995678, 0.0747300, 0.0498458, 0.0249307, 0.023, 0.022,
0.021, 0.02, 0.019, 0.018, 0.017, 0.016, 0.015, 0.014, 0.013, 0.012, 0.01, 0.009, 0.008,
0.007, 0.006, 0.005, 0.004, 0.003, 0.002, 0.001, 0.0000000, 0.0000000, 0.0000000, 0.0000000, 0.0000000
 } }

Both window and light materials use this table:

textures/darkmod/window/wooden_frame01/wooden_frame01_lit
{
    glass
    noselfshadow
    
    qer_editorimage         textures/darkmod/window/wooden_frame01_lit_ed
    diffusemap              textures/darkmod/window/wooden_frame01_base
    bumpmap                 textures/darkmod/window/wooden_frame01_local
    specularmap             textures/darkmod/window/wooden_frame01_s

    {
    blend add
    map  textures/darkmod/window/wooden_frame01_lit_overlay
    red 6 * convexFade [ time * .1 ] green 4 * convexFade [ time * .1 ] blue 5 * convexFade [ time * .1 ]
    }
}

 

lights/biground1_convexFade

{
    {
        forceHighQuality
        map        lights/biground1.tga
        red         ( convexFade [Parm4 + (time * (.1 * Parm3)) ]) * Parm0
        green         ( convexFade [Parm4 + (time * (.1 * Parm3)) ]) * Parm1
        blue         ( convexFade [Parm4 + (time * (.1 * Parm3)) ]) * Parm2
        zeroclamp
    }
}

I put two lights in front of the window:

Which parts would we edit to get a get a semi erratic flicker, never go fully dark etc..?

Edited by Bikerdude

bhm_banner.jpg

Posted
On 9/1/2025 at 11:18 PM, Arcturus said:
red 6 * convexFade [ time * .1 ] green 4 * convexFade [ time * .1 ] blue 5 * convexFade [ time * .1 ]

Does this mean it loops 6 times after another through convexFade in red color and at the same time 4 times green and 5 times blue ?

Or is it the strength?

Posted

@datiswous It's strength. Different values for each RGB channel will change the hue. You can probably add those Parm parameters too, I'm guessing for additional control in Radiant (?). I don't know how they work.

It's only a model...

Posted (edited)

And what does 

time * .1

do? Is that 0.1, so it loops 0.1 x actual time? Just guessing.

 

Edit: I had a topic with some info about tables. Just share it here:

Edited by datiswous
Posted
15 minutes ago, datiswous said:

And what does 

time * .1

do? Is that 0.1, so it loops 0.1 x actual time? Just guessing.

That's just speed. You can have different value for each channel for example.

red 6 * convexFade [ time * .7 ] green 4 * convexFade [ time * .3 ] blue 5 * convexFade [ time * .1 ]

 

 

It's only a model...

Posted
3 hours ago, Arcturus said:

That's just speed. You can have different value for each channel for example.

red 6 * convexFade [ time * .7 ] green 4 * convexFade [ time * .3 ] blue 5 * convexFade [ time * .1 ]

 

 

Disco time ! Don't forget to place the two dancing undead in there like in thief 2!! 😄

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

  • 1 month later...
Posted
On 9/9/2025 at 10:22 PM, SeriousToni said:

Disco time ! Don't forget to place the two dancing undead in there like in thief 2!! 😄

🤔

It's only a model...

Posted

In the mission where you break into the city watch station. Throw and mechanical eye over the wall at the start of the mission. It's missing your colourful there though on the graveyard. 😊

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted
16 hours ago, Arcturus said:

@SeriousToni I remember, I remember. You might have given me an idea...

Haha, happy to be your muse. Nice to hear that you too remember that old classic easter egg! 

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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