Popular Post Bikerdude Posted July 13, 2025 Popular Post Report Posted July 13, 2025 (edited) So I thought I had found a new and BETTER way of creating lit/self-lit windows for TDM, but discovered fairly quickly that some window textures are already using this method, but that unfortunately the vast majority are not. The aforementioned method is that we use the stock material def for the frame (so you retain the diffuse & bumpmap details), and then only 'blend add' the lit window panes which are a separate texture. An example stock texture that uses this method already - textures/darkmod/window/wooden_frame01/wooden_frame01_lit What we have above is an overlay of JUST the window panes, and its just this texture that is RGB boosted! I don't know why we HAVENT been doing this in the core mod all this time, and to quote @nbohr1more"Boosting the diffuse is a pretty poor way to achieve that effect." And unfortunately a LOT of the core window textures are using this poor method instead of the window pane overlay method. Ive already spent some time in establishments of lower affairs (the line from the gatehouse popped into my head, heh), making overlay versions for frost_salamander for his recently released FM. Please see the zip arcdhive below. @Amadeus has already had a look at and used some, in his upcoming wip - - https://drive.google.com/file/d/11168eiBj_m-Lu5d-8FLYUgM7J1MC_92h/view?usp=sharing So @Amadeus suggested that I list all the window textures that need looking at. I haven't included the ones I have already fixed in the wip archive above - textures/darkmod/window/diamond_pattern02/diamond_pattern02_*** - the lit versions from this series have a diffuse that is basically black, but thankfully the unlit version has a diffuse that can be used. textures/darkmod/window/ornate/stained_colourful_dirty textures/darkmod/window/ornate/stained_colourful_dirty2 textures/darkmod/window/pointedtop_big01/pointedtop_big01_*** - there are lit versions in this series, but they are not using any diffuse/bump. So these are perfect to use as overlays as they are. textures/darkmod/window/diamond_pattern01_*** textures/darkmod/window/diamond_pattern_andbars01_*** - So these are good candidates to be used as overlays with some tweaking, but we need a much better diffuse/bump. textures/darkmod/window/largesquare01_barelylit - poster child of why this thread was created, all the lit versions of this series are just RGB boosting the diffuse. textures/darkmod/window/roundtop_diamond_pattern01_*** textures/darkmod/window/simple_square01_***- this series also has very poor cropping on the edges. textures/darkmod/window/smallpanels_4w_dirty01_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty02_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty03_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_industrial_mesh_selflit textures/darkmod/window/square_pattern01_*** - this series needs a complete overhaul. Edited January 5 by Bikerdude 10 Quote
datiswous Posted July 17, 2025 Report Posted July 17, 2025 So the proposal is to change all core included windows to the better lit version? Quote
Bikerdude Posted July 19, 2025 Author Report Posted July 19, 2025 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. Quote
Amadeus Posted July 19, 2025 Report Posted July 19, 2025 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? Quote FMs: A Good Neighbor, Eye on the Prize Co-FMs: Displacement, Seeking Lady Leicester, Written in Stone, The Painter's Wife
Popular Post Arcturus Posted August 28, 2025 Popular Post Report Posted August 28, 2025 5 Quote It's only a model...
Bikerdude Posted September 1, 2025 Author Report Posted September 1, 2025 Are you changing the brightness of the window and a light source in front of the window..? Only crit is the light should never go completely dark etc. Quote
Arcturus Posted September 1, 2025 Report Posted September 1, 2025 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: 2 Quote It's only a model...
Bikerdude Posted September 1, 2025 Author Report Posted September 1, 2025 (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 September 22, 2025 by Bikerdude Quote
Arcturus Posted September 1, 2025 Report Posted September 1, 2025 @Bikerdude Use a table that never goes to zero. Another file that has tables defined is lights.mtr Quote It's only a model...
datiswous Posted September 9, 2025 Report Posted September 9, 2025 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? Quote
Arcturus Posted September 9, 2025 Report Posted September 9, 2025 @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. Quote It's only a model...
datiswous Posted September 9, 2025 Report Posted September 9, 2025 (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 September 9, 2025 by datiswous Quote
Arcturus Posted September 9, 2025 Report Posted September 9, 2025 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 ] Quote It's only a model...
SeriousToni Posted September 9, 2025 Report Posted September 9, 2025 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!! Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Arcturus Posted October 17, 2025 Report Posted October 17, 2025 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!! Quote It's only a model...
SeriousToni Posted October 17, 2025 Report Posted October 17, 2025 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. Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Arcturus Posted October 17, 2025 Report Posted October 17, 2025 @SeriousToni I remember, I remember. You might have given me an idea... Quote It's only a model...
SeriousToni Posted October 17, 2025 Report Posted October 17, 2025 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! Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Bikerdude Posted January 2 Author Report Posted January 2 On 7/19/2025 at 7:07 PM, Amadeus said: 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? Just a bump on this, as it been sitting dormant on my pc all this time. 2 Quote
Frost_Salamander Posted January 2 Report Posted January 2 They are also here: https://github.com/thedarkmodcommunity/tdm-windows-v2 1 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: With Kerry000: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs A Reciprocal Gambit
datiswous Posted January 2 Report Posted January 2 On 7/19/2025 at 8:07 PM, Amadeus said: Is there any opposition to making this change? Is it on the bugtracker? Quote
Bikerdude Posted January 2 Author Report Posted January 2 I would have to check, the idea was to see if them team were interested, and then I would go ahead and process ALL the other lit window textures. Quote
Amadeus Posted January 2 Report Posted January 2 I thought there was a bugtracker for it, but i can't find it Quote FMs: A Good Neighbor, Eye on the Prize Co-FMs: Displacement, Seeking Lady Leicester, Written in Stone, The Painter's Wife
Bikerdude Posted January 5 Author Report Posted January 5 On 1/2/2026 at 11:09 PM, Amadeus said: I thought there was a bugtracker for it, but i can't find it Done - - https://bugs.thedarkmod.com/view.php?id=6651 1 Quote
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