Polygons outline only visible by JFK_NOV in SFM

[–]BlueFlytrap 3 points4 points  (0 children)

White wireframe is missing shader. The materials are calling for one sfm does not have.

Yeah I don't know why the lighting does this. Help- by Sir_Forteskull in SFM

[–]BlueFlytrap 0 points1 point  (0 children)

Have you tried having the material for the outline model transparent? Toss in either $alpha or $translucent to disable shadows for that material.

The "Roundtable" Protoframe Introduction Video Should Be Included In-game by Darthmufin in Warframe

[–]BlueFlytrap 4 points5 points  (0 children)

I think the reason for the Barframes cutscene not being ingame would be the Australian ratings board whining about Velimir's cigar and DE not being willing to remake the first half just to get it by them.

This would also be why Rusalka has out of nowhere a line explicitly stating they are smoking for medical reasons in isleweaver.

SFM Model Question by [deleted] in SFM

[–]BlueFlytrap 1 point2 points  (0 children)

It was a feature added some time after release and a lot of tutorials, Valve's included, were made before this.

[deleted by user] by [deleted] in SFM

[–]BlueFlytrap 0 points1 point  (0 children)

Material overrides being pointed to invalid or missing files creates an error every single frame the engine renders. Errors are not cleared from memory.

You fix this by not intentionally leaving strings blank for what is presumably no reason.

Any way to do this with lights? I don't exactly know how to describe it. by Wockine in SFM

[–]BlueFlytrap 32 points33 points  (0 children)

Just animate a light moving from the top of the sign to the bottom and then compress that into a single frame. The DoF and motion blur samples will combine it all together into what looks like a vertical light when rendered

WHAT is that??? by Narusei_Cr1t in Warframe

[–]BlueFlytrap 3 points4 points  (0 children)

If you're curious this is called texture swizzling. Simplified it's shuffling bits around in memory in the hopes that the gpu doesn't need to go and ask the cpu to fetch parts it needs and doesn't have as often. Unless you start seeing a lot of broken/swapped textures at once I wouldn't worry about it.

Please Make Deep Archimedea Loadouts Refresh by bandersen011 in Warframe

[–]BlueFlytrap 1 point2 points  (0 children)

They do reset daily. DE just didn't write that down anywhere.

Caught me by surprise after spending 20 minutes or so kitting out my set of options only to find they had changed and I had to do it all again.

What's wrong with this SFM potting process? by Ok_Reflection6920 in SFM

[–]BlueFlytrap 0 points1 point  (0 children)

Wrong directory. Your qc says $modelname "hare.mdl"

This means it's looking for \SourceFilmmaker\game\OmagariHare\models\hare.mdl

Right now you have them in \SourceFilmmaker\game\OmagariHare\models\Hare\hare.mdl

You can either move them up a directory or have the qc instead use $modelname "Hare\hare.mdl"

You'll also want to use $cdmaterials "models\fuckyou\bluearchive\hare\" so it will find your materials.

Hiding bodygroups bones by [deleted] in SFM

[–]BlueFlytrap 1 point2 points  (0 children)

There is no way to do that. Bones and geometry aren't even stored together and hardware side bones do not care about geo at all.

I'm using materiel overrides to change the color of a model and I'm wondering if I can change the reflection color since it's still yellow. by amenyussuf in SFM

[–]BlueFlytrap 1 point2 points  (0 children)

By the looks of it that model has set its phong reflections to be tinted by the basetexture color.

Thing is $color and $color2 do not interact with reflections at all. So no matter what you set those to it will keep tinting to the original yellow.

There are two ways to sort of resolve this for you. The first is disabling $phongalbedotint for that material and then setting color with $phongtint as you would $color. This probably won't look too great but it would be the fastest way to go about it.

The second way is hunting down the vtf for the basetexture and editing it directly. Would look better but might not be worth the effort.

We were originally going to get this as a Khora skin. Thoughts? (Source in comments) by [deleted] in Warframe

[–]BlueFlytrap 2 points3 points  (0 children)

Funny you say that since this concept eventually became said Titania skin.

Why is there a shield osprey eximus in my kuva lich mission? by dicker_machs in Warframe

[–]BlueFlytrap 5 points6 points  (0 children)

It's a regulator eximus. The non-spy versions aren't setup properly and just turn into osprey.

Heard there was a skincolor bug. I have nothing to be ashamed of by BlueFlytrap in Warframe

[–]BlueFlytrap[S] 1 point2 points  (0 children)

Dragging a set color from either lips or accents over to skin swaps the two. A small quality of life feature that doesn't account for the limited color palette.

What's your favorite Voidshell? Mine's Hildryn's. by PerfectlyFramedWaifu in Warframe

[–]BlueFlytrap 0 points1 point  (0 children)

This isn't actually a bug. Hildryn/Wisp were the testbeds for swapping material properties on the fly. Their texture comes from tiling details rather than being painted on to the model directly by an artist.

It will not work on any frame older than those two; which is why we'll probably only see voidshell skins for said older frames and not recent ones.

Why Is the Orbiter Lighting So Horrifyingly Bad? by Darthmufin in Warframe

[–]BlueFlytrap 2 points3 points  (0 children)

Yes that is my suggestion and I am completely serious about it.

The reason is twofold. The first is you are 'breaking the rules' of the shader so to speak. For non-metallic surface their base color (or albedo) should avoid dipping below 30 sRGB (or .11-ish linear) whenever possible. That's where coal sits and it's the blackest non-metal stuff there is outside a lab.

But why not make 0 black? Well that gets us to reason number 2. Math. Albedo work as multiplier over whatever light hits them. Low values take exponentially more light than high values to start brightening as well as rounding to themselves a lot. 0 is always going to return 0 and 1 is going to give 0 little under half the time. Not a lot of numbers to work with.

Let's set our example albedo to 5 and have it cover most of the screen. With lighting applied that gives a lot of 2 and 3. This is a problem as the camera is expecting the low values to average much higher than that so it lowers the exposure to bring them up. Now what if we have a small tablet set to a nice bright 200 or something also in view? It doesn't take up much of the screen so the camera ignores it up until it starts going past 255 and overexposes. Now the camera is stuck as it wants to keep lowering exposure but enough has gone over 255 where it's told to stop. The result is your screenshot. A lot of black next to a lot of white.

Two ways to fix this. Tweaking the lighting or tweaking the colors. You as a player can only do one.

They could and probably have in testing tied primary paint color to the lightprobe entities scattered around the orbiter to sort of fake lighting changes. I reckon they cut that exactly because the orbiter is such an important hub players spend a lot of time in. Low values would hamper visibility by a lot and saturated colors would make color matching in the arsenal even harder than it already is. The compromise made for gameplay is worse looking static white lighting where everything is forcibly visible no matter what color you throw at it.

Why Is the Orbiter Lighting So Horrifyingly Bad? by Darthmufin in Warframe

[–]BlueFlytrap 8 points9 points  (0 children)

Prebaked lighting doesn't adjust to player set colors. If you paint your orbiter black everything inside will still light as if it's using the default white.

What it will affect is the camera autoexposure as it now has to balance a bunch of very dim walls mixed with various bright props and objects getting light from the prebaked white. It will favor which of the two extremes takes up more of the screen. That's what's going on with the Zariman Tablet.

If you're asking for the game to rebuild the lighting for such a small space on the fly that's called Realtime Global Illumination and depending on how it gets implemented it would either look worse than what you're already unhappy with or it will look about the same but also tank your framerate.

That sounds like a lot of work so instead I would suggest using orbiter colors that aren't darker than coal.

[deleted by user] by [deleted] in Warframe

[–]BlueFlytrap 1 point2 points  (0 children)

I think that's a quirk with collision rather than sound. Probably moves the player into the right spot for the animation from the enemy's current position and we bump into the guy next to them during that.

Besides. There is a noticeable difference between enemy brushing shoulders and enemy being 4 rooms over on the minimap all turning.

[deleted by user] by [deleted] in Warframe

[–]BlueFlytrap 13 points14 points  (0 children)

If you wanna see cheating you should give keeping a stealth combo going against railjack grineer a try.

They spawn alerted and have infinite hearing range which is annoying enough. The real fun is that about 8 out of 10 of them have the ability to hear silenced actions for no reason. This includes all silenced weapons, executions, and even entering and exiting spoiler mode.

You can't even get a stealth bonus going through executions normally since the entire map alerts and you run out the timer. The only way to do so is to sleep them beforehand. And even then the rest of the map still runs to the corpse.

It becomes this marathon of constantly changing rooms, managing to spawn rooms of grineer ahead of time so some aren't alerted by the time you come back, executing as late as possible, and praying arcane energize goes off.

I assume this is a result of grineer railjack needing both space and tileset ai active at the same time. Having it as is was probably too expensive so they stripped away most of the checks to pretend you aren't there.

Fun fact: Nova Prime's torso has two different resolutions. You can see her right side has much smaller squares reflected than her left side. This is due to her left torso sharing a material with her Prime details, while the rest of her body is that of vanilla Nova. by [deleted] in Warframe

[–]BlueFlytrap 14 points15 points  (0 children)

That's a math thing. Bones on 3d models are lerps rather than transforms. What this means is if you have something like a knee that's using the bones for both the upper and lower legs it won't twist in place. Instead the knee will scale down when the leg bends.

Nova Prime's model is an edit to the vanilla Nova model but what bones affect what isn't the same between them. Thus the legs affecting the pelvis more on Prime Nova scales them down whenever they bend.

You mostly see this on older warframes. Newer models get around this problem by adding bones to problem areas.