Jump to content
The Dark Mod Forums

nbohr1more

Development Role
  • Content Count

    9496
  • Joined

  • Last visited

  • Days Won

    96

nbohr1more last won the day on July 21

nbohr1more had the most liked content!

Community Reputation

1876 Deity

About nbohr1more

  • Rank
    Darkmod PR, Wordsmith

Profile Information

  • Gender
    Male
  • Location
    USA

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I believe there were two main reasons: 1) Multiple team members complained about compression artifacts in pre-compressed normal maps and opted to not use them. This also had the benefit of faster mission loading. 2) Pre-Compressed Normal maps cannot use image program functions like addnormals and heightmap so they were seen as potential stumbling blocks for material re-use workflows which were the main source of asset variation early in the mod
  2. You can use a larger image. Keep in mind that image_downsize doesn't work on these images anymore (or any other GUI images) so you'll need to consider that a fixed cost in your overall texture RAM budget. Also, it has become the norm to create splash screens in 16:9 ratio then squeeze the width so that you have 4:3 ratio. On wide-screen displays, this will stretch back to 16:9 and look normal whereas it will look a little pinched on old 4:3 displays. See Crucible of Omen: Behind Closed Doors for one of the best examples of this.
  3. ??? The only publicly available glprogs data is from 2.07. There is no way that 2.07 glprogs work with 2.08\SVN ???
  4. ??? The mirrors are always at these locations: http://darkmod.taaaki.za.net/fms/<mission_id>.pk4 http://fidcal.com/darkuser/missions/<mission_id>.pk4 http://www.southquarter.com/tdm/fms/<mission_id>.pk4
  5. Similar to this: https://www.iddevnet.com/doom3/materials.html rgb scTable[ time * .5 ]
  6. Excellent small mission! For some reason, it reminds me a little of Mother Rose. The audio design and voice acting are top notch here. If I were entitled to wish fulfillment, I would love it if:
  7. FadeInLight and FadeOutLight script events should do this: http://wiki.thedarkmod.com/index.php?title=TDM_Script_Reference That said, you could also use a parm value for rgb in the light material def and just have your script decrement the parm.
  8. Mission Archive server is still down but the mirrors are up: http://darkmod.taaaki.za.net/fms/lhl.pk4 http://fidcal.com/darkuser/missions/lhl.pk4 http://www.southquarter.com/tdm/fms/lhl.pk4 http://darkmod.taaaki.za.net/fms/lhl.pk4 http://fidcal.com/darkuser/missions/lhl.pk4 http://www.southquarter.com/tdm/fms/lhl.pk4
  9. Doom 3 \ TDM's affinity for low color saturation aesthetics or even black and white shader filters... Means that red-cyan glasses would probably work better for us than with other games...
  10. This thread should cover most of where we gathered textures: http://forums.thedarkmod.com/index.php?/topic/1755-texture-resources/ We also got a substantial number of textures from one of the "Blade of Darkness" developers: http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/page/21/&tab=comments#comment-217681
  11. To re-license the game we would need to replace thousands of texture assets that we gathered for free from promotional offers from commercial asset repositories. Unless you have an army of texture artists, modelers, and lawyers ready to create replacement textures, test the replacements in over 100 missions, and legally defend their similarity to the originals... this is an impossible task.
  12. I am a little dubious about some of the claims in that video too. It was my understanding that there are two different Minecraft ray tracing demos and one is RTX whereas the other is a screen-space ray tracing tech similar to what Reshade is currently doing with it's advanced AO tech. I have no doubt that AMD can do ray tracing on current hardware. They've shown ray tracing demos as far back as 2008 so it's not a matter of "capability" but instead it's a matter of "performance". I would be pretty surprised to see Nvidia spend over 30% of their GPU die on something that doesn't really accelerate ray tracing in any meaningful way at all. The only thing I can fathom is that this "might" be analogous to how Tessellation came to fruition with Nvidia. ATI\AMD had a viable Tessellation tech as far back as DX8 hardware but Nvidia couldn't implement an equivalent without infringing on ATI patents (patent minefield). So Nvidia spent years claiming that AMD's solution was "wrong", "incomplete" , etc then after Nvidia lobbied Microsoft and OpenGL ARB to require the Tessellation specification to include features that were friendlier to Nvidia's pipeline then Nvidia was happy to release their own Tessellation solution and shit on AMD for "not being able to Tessellate". I think that RTX is in a similar category to that. It's a ray tracing implementation that allows Nvidia to continue to use their existing OpenGL based hardware approach rather than try to rebuild their tech to be closer DX12 which was designed by Microsoft and AMD. Even if PS5 has superior ray tracing to RTX, Nvidia will be able to offer "acceptable" PC support with the original RTX generation and RTXv2 will be powerful enough to handle any disparity between how AMD's implementation works and how much translation overhead is needed to make it run on Nvidia. Unless AMD figures out how to match or beat Nvidia's "secret sauce" of performance per die size (cough, better deferred render hardware, cough) Nvidia can still "waste" it's silicon on RTX acceleration to close the gap with AMD in ray tracing while still beating them in standard raster performance. It's a chess game for sure but it's probably Nvidia's only choice since redesigning their hardware to be map closer to DX12 would be another patent minefield along with being expensive and risky. Still... I think that this is the real practical solution in the near future: https://www.gdcvault.com/play/1026182/ Battlefield 3 came up with the idea of doing a low frequency ray tracing run on simplified geometry and using that as input for GI Probes. It was doing this on the CPU! With GPU accelerated ray tracing, the same approach could be done with much more detail and still be 100x less expensive than full scene ray tracing and de-noising. This could also be done "now" with current AMD hardware so it's already a viable production strategy. Nvidia can simply tout it as their tech since they are providing the end-to-end implementation strategy (which, of course, favours their hardware... ).
  13. Is that a binary? I've got to fix my windows 10 install so I'll try to make progress on that tomorrow night.
  14. Is the 2.07 or 2.07 Hotfix 1? please post a full condump and your darkmod.cfg
  15. This has been added to the in-game Downloader. I'll need to add a 2nd screenshot for the mission screens to work (once our missions page is fully working..) Edit: Added the 2nd screenshot
×
×
  • Create New...