Jump to content
The Dark Mod Forums

Glass assets


sparhawk

Recommended Posts

For my lockpick map I was looking for glass, but I haven't found much of it. I used a glass definition from the original D3, but I'm not really happy with it, because I can't get it to look properly. Somehow the glass is pretty opaque and you can barely see inside.

 

I was also wondering if we have transparent doors like this because this is the kind of glass that I had in mind:

 

http://darkfate.ru/files/fan-missions/Thie...ots/dump020.jpg

Gerhard

Link to comment
Share on other sites

For my lockpick map I was looking for glass, but I haven't found much of it. I used a glass definition from the original D3, but I'm not really happy with it, because I can't get it to look properly. Somehow the glass is pretty opaque and you can barely see inside.

 

I was also wondering if we have transparent doors like this because this is the kind of glass that I had in mind:

 

http://darkfate.ru/files/fan-missions/Thie...ots/dump020.jpg

 

I started to work on crystal/glass textures:

 

post-144-1192800044_thumb.jpg

 

I intend to add more versions (transparency can be tweaked) and commit this stuff over the weekend to the SVN.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

*cough*

 

Yes I know I shouldnt be poking around the content forums - but its eve-online downtime and I'm taking the evening to relax! :)

 

Could glass not be done in a slightly more fancy way? I mean, sure glass like that is okay for low settings - but wouldnt some pretty water-like shader look a whole lot better? I was thinking a sort of startic water like shader with low and wide bumps. Like impure and old glass you find in ooold houses, nothing too busy so that it looks like the refraction is going everywhere, just a slight curve here and there :) I think that would be quite damn good looking for display cabinets and stuff.

 

Anyway - donno too much about shaders and the doom3 engine yet, but I will get there :) Just my 1.99c

 

Serp

Link to comment
Share on other sites

*cough*

 

Yes I know I shouldnt be poking around the content forums - but its eve-online downtime and I'm taking the evening to relax! :)

 

Could glass not be done in a slightly more fancy way? I mean, sure glass like that is okay for low settings - but wouldnt some pretty water-like shader look a whole lot better? I was thinking a sort of startic water like shader with low and wide bumps. Like impure and old glass you find in ooold houses, nothing too busy so that it looks like the refraction is going everywhere, just a slight curve here and there :) I think that would be quite damn good looking for display cabinets and stuff.

 

Anyway - donno too much about shaders and the doom3 engine yet, but I will get there :) Just my 1.99c

 

Serp

 

Yes, once I figure out how to generate the proper file for the vertex shader, this can be done. For now, the glass uses a generic "distortion" map, which just adds some ripples.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Cool! That looks more like it. :)

 

I just checked in various glass and crystal materials, a glass material base texture and a test map in maps/test/glass.map to showcase what I got working now.

 

The 4 different glass types (clear, yellowish-clear, milky, dirty yellow) all come in 2 sets - non-distorting and distorting.

 

The crystals come in only one set, milky, non-distorting and well, you should check them out :)

 

Oh, and make sure you also check out the downstairs room :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

We also have transparent lit and unlit glass.

 

http://forums.thedarkmod.com/index.php?showtopic=6180

Link to comment
Share on other sites

We also have generic lit and unlit lamp glass, both in filter and blend modes.

 

I didn't know this and after a quick look, I couldn't find it. Where is it hidden? :) (Edit: nevermind, I read the thread now)

 

Oh, and I just noticed there is darkmod/sfx/glass_clear and glass_clear_nomorph. Doh.

 

However, after a quick testing it seems that glass_clear reacts quite odd in my testmap when I replace my glass with it. It is way to bright when a light shines on it. Hm.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

As for window-panes, I am still trying to come up with an effect that shows that the small window panes aren't flat, but bulged out.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Yes I know I shouldnt be poking around the content forums - but its eve-online downtime and I'm taking the evening to relax! :)

 

Why that? :blink:

 

Could glass not be done in a slightly more fancy way? I mean, sure glass like that is okay for low settings - but wouldnt some pretty water-like shader look a whole lot better? I was thinking a sort of startic water like shader with low and wide bumps.

 

That idea with a static water sounds quite good. I guess I have to test it. :)

Gerhard

Link to comment
Share on other sites

You might want to check out Doom3World.org. They had some interesting glass effects in the D3CanDoIt map. I'm also positive that I've seen the "static water" glass before in TDM, but it might have been a beta mapper who didn't upload it to a common place. I thought maybe Dram had done it also in some of the earlier versions of his mansion with transparent windows.

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.

  • Recent Status Updates

    • The Black Arrow

      Hey @nbohr1morehow come the zombies in The Dark Mod don't have a "resurrection" mechanic to it, similar to how Thief has it?
      They're quite a weak creature as of right now, it's merely a walking corpse that slashes you, making attacking them to kill them an actual strategy.
      Would be better if they had some cool mechanism to it that truly makes them a danger, such as the resurrection idea itself.
      · 2 replies
    • Ansome

      Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
      · 4 replies
    • nbohr1more

      The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
      · 2 replies
    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
×
×
  • Create New...