User:VanishedOne: Difference between revisions

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'''clamp''' keyword: if materials look fine in DR but warped or invisible in TDM (e.g. for hinge decals), move the control points in the Texture Tool so the top-left is at 0,0.
'''clamp''' keyword: if materials look fine in DR but warped or invisible in TDM (e.g. for hinge decals), move the control points in the Texture Tool so the top-left is at 0,0.
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'The "add" image program only works with uncompressed textures.' [http://forums.thedarkmod.com/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/page-14#entry395180]
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Revision as of 13:34, 6 October 2016

VanishedOne's notes and queries.

Stim/Response

Type Comment in tdm_stim_response.script My notes
STIM_FROB Frobbed The Response to apply STIM_FROB won't work everywhere the dedicated frob Response will (only the latter collects loot).
STIM_FIRE Fire
STIM_WATER Water
STIM_DAMAGE damages target AI and the player have a STIM_DAMAGE Response to make this the case. It's not a response to ordinary damage (though a script object could listen for SIG_DAMAGE).
STIM_SHIELD protects against arrows or physical blows Used? Usable?
STIM_HEALING heals target The player has a Response to this; AI, by default, don't.
STIM_HOLY holy is applied Undead use a special script to get the damage def. from the source (usually a holy water arrow result); without one, there's no effect.
STIM_MAGIC Magic is being used Used anywhere? What's the purpose of this one? (From Thief's MagicZapStim?)
STIM_TOUCH triggered if touched Couldn't get a Response to fire on ordinary collisions, or on entering brush triggers.
STIM_KNOCKOUT target is knocked out AI/heads (including the player head) inherit a Response to this as standard to enable it to knock AI out, but the blackjack presumably uses a non-S/R mechanism for hit-cone-dependent knockouts.
STIM_KILL target is killed AI don't have a Response to this as standard. No luck activating Responses through death by normal means.
STIM_RESTORE target is restored What does this mean, if not the same as STIM_HEAL?
STIM_LIGHT triggered by light [1]
STIM_SOUND triggered by sound Needs investigation. (Player-audible or AI-audible, for starters?)
STIM_VISUAL visual contact Handled in SDK
STIM_INVITE can be used to trigger special behaviour (like a stool can invite an AI to sit down) Probably related to this idea from 2005: [2]
STIM_READ Can be read Used?
STIM_RANDOM Random response is selected (does this make sense?)
STIM_TIMER Timer has been triggered. Used?
STIM_COMMUNICATION Communication vocalization Handled in SDK
STIM_GAS Gas arrows / mines
STIM_TRIGGER Entity "activation" stim
STIM_TARGET_REACHED Can be emitted if the endposition (e.g. by using an effect_moveToPosition) is reached Emitted to what?
STIM_PLAYER The "player" stim Radial stim on the player
STIM_FLASH The flashbomb stim
STIM_BLIND A "blind" stim that blinds the actor (this is stronger than a FLASH stim, no visibility is needed)
STIM_MOSS stim from moss arrows (e.g., for dampening window shattering)




Is the magnitude of collision stims affected by velocity/force of collision, as reportedly in the Dark Engine?

Are these (in Response.h) used?

* How much damage must be applied for this response?
*/
float				m_MinDamage;
/**
* No more than this.
*/
float				m_MaxDamage;

Textures

'D3's folder depth limitation for DDS files. You cannot have DDS files more than 5 folders deep... - D3 just doesn't want that, only the id people know why this unfortunate limit is there in the first place.' [3] (Does this limit remain?)

Material shaders

Stuff not in [4] (including TDM's additions):

xrayRenderMap -- I don't have Doom 3/RoE to examine. So far I've managed to make a sort of mirror that shows an AI without his hair when he's placed behind it. I've seen references to skin_xray and skin_head_xray spawnargs, but I don't know what they do yet.

'New _currentDepth global image accessible by any shader. Unlike _currentRender, using this keyword in a material file does not delay the shader being drawn. New ignoreDepth material file keyword. Prevents the shader being clipped by solid geometry.' -- [5]

islightgemsurf [6]


Is this how the hardwood surface type differs from regular wood?


In my experience the following can't be used with light interactions:

  • Deforms. (All of them? Does TDM even use 'deform eyeball'?)
  • Particles spawned from surfaces.

clamp keyword: if materials look fine in DR but warped or invisible in TDM (e.g. for hinge decals), move the control points in the Texture Tool so the top-left is at 0,0.


'The "add" image program only works with uncompressed textures.' [7]


TDM macros: [8]

PARTICLE_MACRO:

 noselfShadow
 noShadows
 translucent
 discrete
 nonsolid
 noimpact

GLASS_MACRO:

 noselfShadow
 noShadows
 translucent
 twosided

TWOSIDED_DECAL_MACRO:

 discrete
 nonsolid
 noimpact
 polygonOffset 1
 noShadows
 sort decal
 noselfShadow
 noShadows
 translucent
 twosided

(Why translucent?)

GLprogs

Frob highlight: 'The frob.vfp program is not active. This has been part of Rebb's frobhighlighting improvement project, but in the end we ran into an issue with TGA files (they ended up with a heavy green tint in-game, which (we think) is due to some sort of limitation in the closed source parts - can't remember exactly).' [9] See [10]

GUIs

Focus doesn't work in TDM: [11]

Misc.

What is/was trigger_air? (textures/common/trigair) There's no such entity def., even among the commented-out ones in triggers.def. Maybe related to the commented-out info_vacuum in d3_junk.def?

`knockout` spawnarg on atdm:weapon_base ('If set to true, a hit with that weapon knocks the AI out') -- working/used? The blackjack instead uses a `knockout` spawnarg in its melee def. (melee_blackjack_ovr): compare atdm:damage_moveable, which also has a `knockout_power` spawnarg.

`inv_item_count` defined on atdm:playertool: used for anything? (Compare `inv_count`.)

$player1.replaceInvItem($some_inv_item, $null_entity) -- if $some_inv_item was simply placed in the world, the inventory icon will disappear if it was on the screen; if it entered the inventory via the shop, the icon will remain until cycled away from.

Weather

 "classname" "func_static"
 "sr_class_1" "S"
 "sr_radius_1" "0"
 "sr_state_1" "1"
 "sr_time_interval_1" "200"
 "sr_type_1" "2"
 "sr_use_bounds_1" "1"
 "solid" "0"

Texture brushes of this entity with textures/common/collision and put them under your rain/snow patches so you can no longer carry a lit candle through a downpour.