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duzenko

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Everything posted by duzenko

  1. OK, here it is darkmod\script\trigger_look.script float length(vector v) { return sys.sqrt(v_x*v_x+v_y*v_y+v_z*v_z); } Revision: 14617 Author: springheel Date: вторник, 1 ноября 2016 г. 23:06:31 Message: obs look scripts ---- Added : /trunk/script/ai_trigger_look.script Added : /trunk/script/trigger_look.script @grayman, your first instinct might be to rename length in your map script however I suggest removing the function in trigger_look and replace its usage to vecLength as the latter is the binary code and is obviously faster.
  2. It looks like it's conflicting with the existing float length(ev_vector) function Personally I'm clueless but is it possible that @stgatilov fixed the typeinfo in a way that the scripts now have access to the underlying type methods? ev_vector is based on IdVec3. We do seem to have scriptEvent float vecLength(vector vec) already though. @grayman I'm curious why you put the script file in the pk4/maps folder rather than in pk4/script? Is that where all fm scripts must go to?
  3. Are we good for now or there's more finetuning to do? (Short of the outline thing)
  4. I wonder how that model looks with UE rim light I think the engine should already support it via a custom material shader
  5. I second that. I would love someone to fix that on the map level.
  6. @cabalistic, could you shed some light on when the vertex cache needs an update E.g. at the very start of Closemouthed shadows I can see prelight shadows being re-uploaded every frame, like this: TheDarkModNoTools.exe!idVertexCache::ActuallyAlloc(geoBufferSet_t & vcs={...}, const void * data=0x19b239b0, int bytes=10320, cacheType_t type=CACHE_VERTEX) Line 361 C++ [Inline Frame] TheDarkModNoTools.exe!idVertexCache::AllocVertex(const void * bytes, int) Line 106 C++ [Inline Frame] TheDarkModNoTools.exe!R_CreatePrivateShadowCache(srfTriangles_s *) Line 74 C++ > TheDarkModNoTools.exe!R_AddLightSurfaces() Line 831 C++ TheDarkModNoTools.exe!R_RenderView(viewDef_s & parms={...}) Line 1123 C++ TheDarkModNoTools.exe!idRenderWorldLocal::RenderScene(const renderView_s & renderView={...}) Line 726 C++ TheDarkModNoTools.exe!idPlayerView::SingleView(idUserInterface * hud, const renderView_s * view, bool drawHUD=true) Line 535 C++ TheDarkModNoTools.exe!idPlayerView::RenderPlayerView(idUserInterface * hud=0x19bbbaa8) Line 997 C++ TheDarkModNoTools.exe!idGameLocal::Draw(int clientNum=0) Line 3670 C++ TheDarkModNoTools.exe!idSessionLocal::Draw() Line 2556 C++ [Inline Frame] TheDarkModNoTools.exe!idSessionLocal::DrawFrame() Line 3026 C++ TheDarkModNoTools.exe!idSessionLocal::ActivateFrontend() Line 3109 C++ TheDarkModNoTools.exe!idRenderSystemLocal::EndFrame(int * frontEndMsec=0x00000000, int * backEndMsec=0x00000000) Line 613 C++ TheDarkModNoTools.exe!idSessionLocal::UpdateScreen(bool outOfSequence=false) Line 2651 C++ TheDarkModNoTools.exe!idCommonLocal::Frame() Line 2478 C++ TheDarkModNoTools.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance=0x00000000, char * lpCmdLine=0x047b5a54, int nCmdShow=10) Line 1363 C++
  7. Whatever model makes sense from the mapper/gameplay point of view
  8. I would really like to see the end result of that model in UE if possible I'm afraid the basic rim lights can't do that exact contour thing from your screenshot
  9. Not sure what is the correct term for that But this version is not fully it - see the attached and compare to the top side of the drawer desk Most of the faces still have hard normals
  10. I'm curious how this partucular model looks with rim lights on in UE? Can you convert it so that it has smoothed normals? See the attached - each face has a hard fixed normal unlike regular D3/TDM models where vertex normals are averaged for each triangle it forms
  11. We have a number of subview types supported by engine. All but one get used: portal, lightgem, mirror, remote (remote should be used since 2.07). That leaves the seemingly unused xray subview that we should somehow adopt or drop. It's not too important how exactly the xray view looks like. The fact is it's already there and can me tuned to any desired effect. I hope to hear from mappers on possible use of it - off the top of my head it could be e.g. a perception potion that shows AI model contours behind close walls. Obviously It's not going to be one of 2.07 changes, but now is as good time to discuss as any
  12. It's a performance tuning thing meant to reveal materials that cast shadows while they should not Otherwise we'd never know that decal is casting shadows and stealing GPU power.
  13. Supposedly we could sort surfaces by distance to entity Or force some shaders (water) sort priority different to others (candle halo) - right now they're the same
  14. Quite puzzling to see it faster on your system What is that decal material exactly? @nbohr1more, do we want to switch shadows off for that decals?
  15. The question is, do we need to fix all the A/C light materials to explicitly reference the makeIrradiance function, or to to automatically call it behind the scenes? I would prefer the former as mappers might want to use their own irradiance texture
  16. Right So what's the desired effect of the ambient cubic light with that industrial texture?
  17. Let's talk about our 'standard' cubic lights VanishedOne has brought to my attention that e.g. lights/ambientCube/skybox_industrial_01_cube is broken - as I'm sure many if not all other ambient cubic lights http://bugs.thedarkmod.com/view.php?id=4902 Can anyone explain what that light supposed to look like? The ARB2 version looks like a fake reflection but somehow the books and the statue in the test map don't get affected by it.
  18. Is anyone up to the task to add 21:9 option to the GUI? The important thing: when you have r_useFBO 1 then TDM will use your Windows desktop resolution when fullscreen So make sure that cvar is set up, run TDM and make a screenshot for us (don't upload here as they get resized by the forum) If that does not work, manually set r_customWidth and Height from game console, switch to windowed, restart TDM and create another screenshot. Good luck
  19. Aren't you even a little bit interested why it worked for you on AMD? Do AMD CPU's calculate _mm_rsqrt_ss more precisely?
  20. Let me have that model to test
  21. Doing it as a separate stage will require a custom shader. I'm not opposed to that in principle, as long as few materials are going to use it. When it becomes widespread, it's better off as a part of the ambient shader.
  22. https://drive.google.com/file/d/0B9OoHSmkeSeNZWdyZFliQkNsVTA/view?usp=sharing textures/frestest/models/sphere { translucent twosided nonsolid ambientRimColor 0.2, 0, 0.2 qer_editorimage textures/frestest/models/sphere_d diffusemap textures/frestest/models/sphere_d // TDM Ambient Method Related { if (global5 == 1) blend add map textures/frestest/models/sphere_d scale 1, 1 red global2 green global3 blue global4 } }
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