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peter_spy

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Everything posted by peter_spy

  1. Wish they cleaned these scans a little, but otherwise it's a great source material. You could make many interior pieces and decorations based on this alone.
  2. I've seen such signs with plaster frame and stone slate, but that was usually against a plastered wall. This one will be hung on a stone wall, like this: So I was thinking marble frame, stone slate, these folks are rich anyway But the whole thing made of wood could also be nice. I was thinking about metal too, but that might be too similar to Dishonored.
  3. Something small with new frob on stock assets and tweaks for different lighting conditions would be easier than changing it for all the objects. I will be using this frob for all objects in my mission, but it won't be released this year, I'm afraid.
  4. Recently I played stuff like MGSV: Phantom Pain and Dark Souls 3 in windowed mode, with Firefox and Spotify in the background, talking to my friends on Facebook. No problems with framerate at all. But I do like to keep my system clean, I don't have any unnecessary tasks in the background or in system tray (usually around 40 processes in task manager), etc. Anyway, it won't hurt to try. If you can get those 10 FPS without screen tearing, good for you Speaking of mapping-related things, the reloadimages command still makes the shadows disappear until you restart the game.
  5. Plaque early concept: Letters will probably be carved, not sure about materials yet.
  6. I agree, it definitely improves framerate. I play in windowed mode by default, because that's how I work with my map, switching between the editor and the game mode. Didn't know it forces triple buffering.
  7. So it's actually better to play in windowed mode, as you get 10 FPS more and no screen tearing.
  8. Yup, that's the culprit, just checked. In fullscreen mode FPS goes down to 30 with VSync On, so there's 10 FPS difference.
  9. I don't have it enabled in drivers, is there a cvar responsible for that in darkmod.cfg?
  10. This is not even a mission, it's my unoptimized WIP, it doesn't have any visportals. Vsync Off: Vsync On: What actually is rendered behind the room: Reason behind the fps drop here is shadows (350k tris).
  11. I don't use triple buffering in TDM, I believe noone does by default, as it's not available in the game menu, and forcing it in cards can mess with other games' performance. So with usual settings, if the DCs or shadow tris go above typical thresholds, the framerate goes down to the same amount, on both of my machines.
  12. There are no benefits of having VSync off. When an FM drops because of bad optimisation, it drops below 60 FPS anyway. The result is the same with VSync On and Off. Also switching to a 1440p or 2160p monitor resolves the high FPS problem
  13. I could only achieve max FPS by looking down at the floor in a corner, and I don't play with Vsync off, as there's no reason to.
  14. With Vsync Off and Uncap FPS On, I don't hear my footsteps when crouching around 235 FPS. Turning VSync On resolves the problem, as framerate goes back to 60. IMO it's not game breaking, because most people play with VSync On, there will be long before anyone will be able to maintain max FPS on average, and monitors with highest refresh rate available right now are 160-165 Hz.
  15. Yup, no stutter on my end as well, great job!
  16. I changed a bunch of material files and replaced the standard frob. I ended up using _white so I could replace the code faster. Unfortunately, there's no one-size-fits-all solution in this case. Some objects look pretty decent, other, especially those with darker textures, not so much. Doors and boxy stuff looks like from TDS. This would need tweaking per object. Here are the material files, make sure you backup the originals before using these: https://www.dropbox.com/s/n2xjugnmwhle0rm/01_new_frob_materials.zip?dl=1 Edit: Oh, and to properly use these, you need to put this cubemap in the mod env folder: https://www.dropbox.com/s/z8ce4kxy4xakgdc/env.zip?dl=1
  17. Obj is a common intermediate format, so you can import your model from DR and work on it in basically any modeling software. It might be useful when you need to block out your structure first, test it in first person mode, and then export to modeling software as a base.
  18. For the chalice, I used its normalmap for the outline, as it's a bit more subtle. I used diffuse for the actual frob. You can also use _white in both cases, but it looks more like a plastic wrap or TDS-like frob. Code: // Frobable object outline { maskcolor map makealpha (models/darkmod/props/textures/gold_chalice_ornate_local) // Object normalmap for outline mask alpha .5 // modify it as you wish } { blend gl_dst_alpha, gl_one maskalpha cameraCubeMap env/fres texgen reflect } // Better frob { if ( parm11 > 0 ) maskcolor map makealpha (models/darkmod/props/textures/gold_chalice_ornate) alpha .3 // modify it as you wish } { if ( parm11 > 0 ) blend gl_dst_alpha, gl_one maskalpha cameraCubeMap env/fres texgen reflect } Btw. one thing against the "frobable object outline" is that it adds to the drawcall and triangle count of a model (two additional stages). The frob itself is not an issue, because it doesn't add anything to the scene unless you're highlighting an object. That's why I'd also exclude "junk items" from the outline, since many missions use them extensively.
  19. Sounds like great news, can't wait for the next build then
  20. Thanks! No, I didn't think about adding it to the core mod yet. I'll add it as a feature proposal in the bugtracker. But I think it might need refinment and more extensive tests (not just loot but doors, junk objects, etc). Great, that means my idea works That's the "frobable object outline" code at work. That said, this is a gameplay-changing feature i.e. it helps the player see what's static and what's interactive. It might be better if it was left optional, as originally TDM doesn't do that. The way I see it, TDM model of presenting interaction is more like Thief 1-2. What I'm proposing here is more like Dishonored and the like, only a bit more subtle. There are still more tests needed IMO. The outline may work for loot, but what about doors or junk objects? I'm not so sure about that. Best PoC would be a complete list of shaders modified for e.g. Tears of Saint Lucia or A New Job, to see how it works as a system. I have a lot on my plate right now, so no promises, but I'll get back to it, sooner or later.
  21. Should have done this long time ago, but here goes. This is the default frob in action. Notice that in such lighting conditions it's hard to tell whether these chalices are loot or not, especially if player is in a hurry, sweeping the room in a risky move: https://www.dropbox.com/s/8r0khi00f00s73i/frob_default.mp4?dl=0 Now this has both an initial outline for interactive objects, and the new frob. You may argue that the white outline doesn't fit here, maybe something more orange would be more suitable. And I agree Still, IMO with that kind of frob player can see better what's interactive and what's not: https://www.dropbox.com/s/yaobhqqrk8sv51c/frob_new.mp4?dl=0
  22. That's easier than you think. This model is 3100 triangles, but they convey certain, quite complicated shape: And that's all what really is to low poly: you use as little of them as possible to achieve certain shape, along with all other tricks you know (baking normals, using smoothing groups in a certain way etc.) This is a very good presentation on the subject btw.
  23. http://bugs.thedarkmod.com/view.php?id=4493 first comment. No need to get aggressive, TDM Team was always careful not to break stuff like older missions. That's why I'm surprised that this fix was introduced so fast and without much consideration.
  24. While it's always good to know how the LOD system works to have better control over performance, there's no need to use it for such low differences in polygons. It you wanted to have a nice curve and it would have over e.g. 5000 triangles in total, that might be a problem in more complex scenes, longer views etc. Going from 800 to 500 polys is a waste of CPU time for LOD thinking entities.
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