Renzatic on 29/1/2010 at 21:44
Yeah, I could do that. But when I said grungy, I meant really damn grungy. Like almost opaque grungy.
I tried throwing some moss on top of the window and normalmapping it so it'd look like you had debris growing on top, but that ended up looking too weird. I think I'm gonna have to bite the bullet at some point and do a reflection map. Either that, or happen across the perfect material by serendipity.
I also need to fix the normal on the window itself. Right now it's too shallow, and only looks good when the lights hit it just right. Shame TDM doesn't support heightmaps yet, cuz the thing looks perfect when you've got it parallaxed.
Schwaa2 on 29/1/2010 at 21:46
It would be easy enough to copy the shader, rename it something like window_caked_glossy.
Then just make a new specular that is only a little shiny in the middle of each pane.
STiFU on 30/1/2010 at 00:53
Quote Posted by Bikerdude
its cool, Ive checked and the Ai can 'chase' the player everywhere...
Well the problem is that the player isn't able to evade a possibly alerted AI searching for him in narrow places like this, which could create frustration. I always like it better when the buildings are a little wider. Give the player more room for movement... But it's your choice in the end. I am going to play it either way! ;)
Serpentine on 30/1/2010 at 01:57
On a pretty boring note, I'm busy compiling a few wiki guides about performance, general good mapping practices and the likes. There are a few really nice hl2 pages on the valve wiki and places like (
http://rvanhoorn.ruhosting.nl/optimization.php?printable) which are quite applicable to doom3 and not just hl2... pretty much combining sources and getting DR shots.
Also experimenting with a plaque/sign readable type - the sign textures are done but the font textures are a bit of a pain, will have to wait a few weeks before I have time to finish them. If you know Ultima 7/8/UO, that kind of readable plaque/sign gump.
bikerdude on 30/1/2010 at 02:11
Quote Posted by Serpentine
Also experimenting with a plaque/sign readable type -
talking of signs, how do I create my own decals/skins..?
Serpentine on 30/1/2010 at 02:29
Quote Posted by Bikerdude
talking of signs, how do I create my own decals/skins..?
(
http://modetwo.net/darkmod/wiki/index.php?title=Creating_Multiple_Skins_For_A_Model)
That is a bit more than what you need to know, but basically if you look at the first code block, the material file you will see that the model uses 4 textures, then if you look at the first section of the 2nd block, the skin file you will see it uses the same material names and then followed by a different one. You're just telling it to use other textures as a substitute...
The easiest way would be to unpack your tdm pk4's and have a look at the structure in there... or to read into what the wiki says, but its a bit more like hard work :)
As for decals, you're just making new textures then making a material type for the texture that informs doom3 that it is all decally. Look at the guide to getting a texture into TDM - its pretty much a normal texture with a slighly different format, but if you can get a normal texture in you're 95% of the way there.
SubJeff on 6/2/2010 at 14:00
Really nice texture Renz. Wow. Its really dank and heck just perfect for things I'd want that kind of texture for.
Way to go Bikerdude. That is some fast building. If I can get even half that fast I'll be happy.
swordbreaker on 16/2/2010 at 12:39
lookin' good!
thief0 on 18/2/2010 at 03:28
Is daylight supported in TDM? If so, is anyone working on such a mission in TDM? just curious...