AluminumHaste 1053 Posted December 9, 2016 Report Share Posted December 9, 2016 Your helmet texture, where in the darkmod folder structure is it located? Also what format is the file, dds or tga?If DDS, what compression algorithm did you use? Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
ERH+ 661 Posted December 9, 2016 Report Share Posted December 9, 2016 darkmod\textures\helmet.tga Quote Link to post Share on other sites
VanishedOne 543 Posted December 9, 2016 Report Share Posted December 9, 2016 (edited) How is transparency meant to be handled? I'm thinking a diffusemap declaration with no alphatest is usually what you'd use for fully opaque materials, so I'm unsure without examining it quite what the spyglass overlay is doing. Edited December 9, 2016 by VanishedOne Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
ERH+ 661 Posted December 9, 2016 Report Share Posted December 9, 2016 (edited) I have no idea how it all works and there are few different ideas I have.I have ingame periscope texture and it is placed in front of periscope camera textures/erh_sub/er_sub_periscope { surftype15 description "painted glass" nonsolid noshadows noselfshadow translucent { blend diffusemap map textures/erh_sub/er_sub_periscope alphatest 0.65 } // frobbing { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/erh_sub/er_sub_periscope rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/erh_sub/er_sub_periscope scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 _flat // Bump fragmentMap 2 textures/erh_sub/er_sub_periscope // Diffuse fragmentMap 3 _black // Specular } } It is just a copy/paste of different partially transparent texture and I even don't know if I need of this stuff above, but it works. Overlay material on the other side looks different: guis/divinghelmet { { vertexProgram heatHaze.vfp vertexParm 0 0 , 0 // texture scrolling vertexParm 1 .02 // magnitude of the distortion fragmentProgram heatHaze.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 // the normal map for distortion } { blend filter map textures/helmet_filter } { maskcolor map makealpha(textures/helmet_inverse) } { blend gl_dst_alpha, gl_one map textures/helmet alphatest 0.9 } } It have two more textures( helmet_inverse and helmet_filter). It kind of work, but have some nasty bugs ingame (part of view is completely smeared, looks like one row of pixels become 2d image - and more), and distortion mean all other distortion (water surface) will be not rendered. So I want more simple approach, and I'm thinking about spyglass. Edited December 9, 2016 by ERH+ Quote Link to post Share on other sites
VanishedOne 543 Posted December 9, 2016 Report Share Posted December 9, 2016 The heat haze problem might be the same one SteveL refers to here: http://bugs.thedarkmod.com/view.php?id=4214#c7824 Does your overlay image have an alpha channel for transparency? Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
ERH+ 661 Posted December 10, 2016 Report Share Posted December 10, 2016 (edited) This last above have one texture "inside helmet" without alfa, one black-and-white texture for alfa and one for distortion as I understand it. This below mimic spyglass and have alfa - but ingame its completely black, not only opaque. guis/divinghelmet { qer_editorimage guis/assets/hud/spyglass_overlay_ed diffusemap textures/helmet // TDM Ambient Method Related { if (global5 == 1) blend add map textures/helmet scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 _flat // Bump fragmentMap 2 textures/helmet // Diffuse fragmentMap 3 _black // Specular } } Edited December 10, 2016 by ERH+ Quote Link to post Share on other sites
Don Locust 1 Posted December 11, 2016 Report Share Posted December 11, 2016 hiyas ... I attached ('bind') a ladder model to a trapdoor, that is working only the ladder was not climbable. After creating the invisble brush with climbable texture ('ladder') and bind-ing this brush also to the trapdoor, dmap shows an error: tried to bind world to 'Trapdoor' how can I bind a brush to a moving (rotating) object? Quote Link to post Share on other sites
grayman 2968 Posted December 11, 2016 Report Share Posted December 11, 2016 Try making the climbing texture brush into a func_static, then binding that to the ladder???? Might work. Quote Link to post Share on other sites
Obsttorte 1498 Posted December 11, 2016 Report Share Posted December 11, 2016 Graymans suggestion works. You cannot bind worldspawn to anything, because all worldspawn is boundled together to one entity. So if you would bind a brush to another entity, you actually try to bind the whole world geometry to that one. Pretty obvious this can't work Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild WIP's: Several. Although after playing Thief 4 I really wanna make a city mission. Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
Don Locust 1 Posted December 13, 2016 Report Share Posted December 13, 2016 Try making the climbing texture brush into a func_static, then binding that to the ladder???? Might work.tbh me don't know how to convert a brush into an entity .. each time I try to select another class(name) from the entity list, it is not accepted and the brush remains at class worldspawn. Quote Link to post Share on other sites
Obsttorte 1498 Posted December 13, 2016 Report Share Posted December 13, 2016 right-click -> convert to func_static Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild WIP's: Several. Although after playing Thief 4 I really wanna make a city mission. Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
Don Locust 1 Posted December 14, 2016 Report Share Posted December 14, 2016 thank you for all the kind help for a complete newbeeee like moi this is most appreciated ... Quote Link to post Share on other sites
Aosys 237 Posted December 15, 2016 Report Share Posted December 15, 2016 (edited) So, I'm having a bit of a strange issue here. I'd like to insert singlebed1.lwo into my map - in particular, the rough_green version. I can get the model in just fine, and when I jump vertically up and down on top the correct cloth sound plays. When I try to walk or run on the bed, however, it makes squishy mud noises instead. None of the other versions of that model suffer from this problem. Am I going crazy? Is this a bug? Or do the denizens of Bridgeport just really like green waterbeds? [Edit] A bit more experimentation, and I've found that all models using the rough_green texture are like this. I guess there's something wrong with the material definition, I'll see if I can have a poke around and find the problem... [Double Edit] Alright, here's the problem: I'm pretty sure the beds are using the tdm_roughcloth_green texture - which is for ai use if I'm not mistaken. The .mtr is as follows: tdm_roughcloth_green { flesh noshadows diffusemap models/darkmod/props/textures/cloth_rough_generic01 bumpmap models/md5/chars/cloth_rough_generic01_local { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/cloth_rough_generic01 rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/darkmod/props/textures/cloth_rough_generic01 scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/md5/chars/cloth_rough_generic01_local // Bump fragmentMap 2 models/darkmod/props/textures/cloth_rough_generic01 // Diffuse fragmentMap 3 _black // Specular } } Basically, right now our beds are making fleshy noises. Any chances of this getting fixed at some point? Edited December 15, 2016 by Aosys Quote Link to post Share on other sites
Obsttorte 1498 Posted December 15, 2016 Report Share Posted December 15, 2016 If the material gets used on ai it has to be flesh there, but you can create a copy of the material and rename it. Than you have to change the material type to cloth or so (you have to check the working materials for the correct setting) and create your own skin so you can use it on the bed. The easiest way to do the latter is to take the skin used for the bed and make the changes there. Don't forget to rename the skin. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild WIP's: Several. Although after playing Thief 4 I really wanna make a city mission. Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
VanishedOne 543 Posted December 15, 2016 Report Share Posted December 15, 2016 I think this might be the same problem that was reported in the testing thread for Springheel's new intro mission, indicated as 'fixed squishy bed' in http://forums.thedarkmod.com/topic/18548-testing-205-intro-mission/page-2?do=findComment&comment=398581 -- though I don't see a material override in the mission pk4, so I'm guessing the fix wasn't at the material level. I wonder whether tdm_roughcloth_* beds bleed. I'll add a comment to http://bugs.thedarkmod.com/view.php?id=526 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
Destined 615 Posted December 15, 2016 Report Share Posted December 15, 2016 I think this might be the same problem that was reported in the testing thread for Springheel's new intro mission, indicated as 'fixed squishy bed' in http://forums.thedarkmod.com/topic/18548-testing-205-intro-mission/page-2?do=findComment&comment=398581 -- though I don't see a material override in the mission pk4, so I'm guessing the fix wasn't at the material level.Maybe there already is a new cloth material/texture that the fixed bed points to? Quote Link to post Share on other sites
ERH+ 661 Posted December 15, 2016 Report Share Posted December 15, 2016 I have noticed long time ago that monster_clip (and probably any nodraw_solid) is penetrated by AI foots for 32 units; that means that any nosolid model in such AI path should be 32 units below upper monster_clip boundary. But I have lately problem with AI losing its way where it could walk without problems previously so I want to ask how high should path_corner be placed under/over monster_clip surface to make it work properly? And how about walking from monster_clip path to any solid brush, should I keep same level or make a step from -32 to 0 level? Quote Link to post Share on other sites
Dragofer 1352 Posted December 15, 2016 Report Share Posted December 15, 2016 so I want to ask how high should path_corner be placed under/over monster_clip surface to make it work properly? And how about walking from monster_clip path to any solid brush, should I keep same level or make a step from -32 to 0 level? As I understand it AIs compare their own origin to the origin of the path node to determine if they've reached it, so the node should be where the AI physically stands. There are two spawnargs for tolerance, move_to_tolerance for x/y and another one for z axis. For the second question, I'm not sure what you mean. Should the AI walk at constant height? Or is your monsterclip brush on the same height as the solid brush? 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
grayman 2968 Posted December 15, 2016 Report Share Posted December 15, 2016 I have noticed long time ago that monster_clip (and probably any nodraw_solid) is penetrated by AI foots for 32 units; that means that any nosolid model in such AI path should be 32 units below upper monster_clip boundary. But I have lately problem with AI losing its way where it could walk without problems previously so I want to ask how high should path_corner be placed under/over monster_clip surface to make it work properly? And how about walking from monster_clip path to any solid brush, should I keep same level or make a step from -32 to 0 level? Plant your path_corners directly on the ground, whether that's worldspawn, or a covering ground patch, or a tdm_nodrawsolid, or monster_clip or clip. Treating these surfaces as equivalent, the only rule that comes into play is that human AI can climb or descend steps that are no more than 13 units apart vertically. 1 Quote Link to post Share on other sites
Aosys 237 Posted December 15, 2016 Report Share Posted December 15, 2016 (edited) I found the brown equivalent of that same texture, it is indeed for AI: tdm_roughcloth_brown { flesh description "flesh" //this is for AI use noshadows diffusemap models/md5/chars/cloth_rough_generic_brown bumpmap models/md5/chars/cloth_rough_generic01_local { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/cloth_rough_generic01 rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/md5/chars/cloth_rough_generic_brown scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/md5/chars/cloth_rough_generic01_local // Bump fragmentMap 2 models/md5/chars/cloth_rough_generic_brown // Diffuse fragmentMap 3 _black // Specular } } I was finally able to locate the diffuse and normalmaps (both in completely different .pk4 files) for the cloth_rough_generic01 texture (and found cloth_rough_generic_brown along the way), though I have no idea where the editor images are. Should be easy enough to drum up a custom texture for both, but I've never played around with skins before, so this could get interesting... [Edit] After a brief reenactment of that scene from the Prancing Pony Inn, it would seem that beds/worldspawn with the texture applied do not, in fact, bleed when hit (at least with a sword, I haven't tried arrows but I think the same thing applies). Edited December 15, 2016 by Aosys Quote Link to post Share on other sites
ERH+ 661 Posted December 15, 2016 Report Share Posted December 15, 2016 There are two spawnargs for tolerance, move_to_tolerance for x/y and another one for z axis.How exactly goes z axis spawnarg? Quote Link to post Share on other sites
grayman 2968 Posted December 15, 2016 Report Share Posted December 15, 2016 How exactly goes z axis spawnarg? x/y: move_to_position_tolerance+z: aas_reachability_z_tolerance-z: 0.4*aas_reachability_z_tolerance 1 Quote Link to post Share on other sites
Don Locust 1 Posted December 21, 2016 Report Share Posted December 21, 2016 (edited) dmap shows one (irritating) warning: brush primitive 148 on entity 0 is degeneratehow can I locate / select this special brush in darkradiant? in other words I don't know what I made where wrong Edited December 21, 2016 by Don Locust Quote Link to post Share on other sites
Obsttorte 1498 Posted December 22, 2016 Report Share Posted December 22, 2016 This is a typical warning that comes up during almost any dmap once the geometry reached a certain complexity. It will, however, not cause any issues. In general you can ignore warnings, as long as they are not referring to something not working properly. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild WIP's: Several. Although after playing Thief 4 I really wanna make a city mission. Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
VanishedOne 543 Posted December 22, 2016 Report Share Posted December 22, 2016 However, if you ever do need to track down a brush by number in DR, it's Map --> Find brush... Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
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