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Showing content with the highest reputation on 02/11/21 in all areas

  1. Of course everyone knows Blender, but this is not the only one. For this reason I have thought of adding a small list of the different editors, naturally all of them OpenSource, that may be of interest, some with a specific function that can be useful to create characters and landscapes. Dead Deer 3D modeler, 3D game maker, 3D demo maker. A powerfull tool to modelise and create games. Scripting language allows you to code interactions in pseudo-C with the animation and synthetize your own rendering with own-made shaders. https://sourceforge.net/projects/deaddeer/ Geo Morph (Linux) https://geomorph.sourceforge.io/news_en.html Dust 3D Dust3D is a cross-platform open-source modeling software. It helps you create a 3D watertight model in seconds. Use it to speed up your character modeling in game making, 3D printing, and so on. https://dust3d.org Wings 3D Wings 3D is an advanced subdivision modeler that is both powerful and easy to use. http://www.wings3d.com Bforartists Bforartists is a complete, free and open source 3D suite to create 3D content. It offers you the full 3D art pipeline to create game graphics, prerendered movies and stills. From modeling, sculpting, texturing, rigging, animation, rendering, up to post processing. https://www.bforartists.de MB-Lab MB-Lab is a character creation tool, compatible with Blender https://mb-lab-community.github.io/MB-Lab.github.io/ Online Tools WebGL Studio WebGLStudio (formerly known as WebGLStudio) is a platform to create interactive 3D scenes directly from the browser https://webglstudio.org SculptGL SculptGL is a digital sculpting web app https://stephaneginier.com/sculptgl/
    2 points
  2. I just copy-pasted the mega code snippet as an example of what I thought might be redundant code calculations in the code base. As others pointed out, the compiler seems to be smart enough to optimize that stuff away at compile time. And, even if there's redundant calculations, chances are they're not making that big of a difference. And, as you pointed out, Carmack, et.al., coded this stuff up to begin with, so chances are it's probably already good. I'm a nub when it comes to C++ programming, so I don't have the experience to know how the compiler optimizes, etc. But, I stared at some shaders. A lot of them just have complex stuff going on that has to get done, and no way around it. (EG shadows, SSAO, etc). But, things like Tonemap.fs.. it's taking a color sample, and running each RGB component through a color mapping function separately as individual floats. I plugged the code into shader playground (where I just mess with small shader code for quick testing) and turned it into a vec3 function to do it in one-shot, and it seemed to cut the instruction set use in half. I have no idea if that shader's used, though. And, as another said, the big issue with shaders is texture pulls and memory management these days. So, meh.
    2 points
  3. Just my kind of topic! I've been (attempting) curating a list of free software for game development here:- www.violationentertainment.com/forum/viewtopic.php?f=27&t=414 www.violationentertainment.com/wiki/tiki-index.php?page=Free Every now and again I go through it looking for 404s and not shy about outright uploading the latest versions I have to my own webhost, and waiting patiently for any potential C&Ds. Hopefully I would keep doing that until the day I die.
    2 points
  4. Having followed this mod/game for roughly 8 years or so, I have to say that the general quality of first-time submissions from new map authors is really, really good. I don't know if the increased availability of tutorials and other resources has contributed to this, improvements to the editor, or maybe just a desire to keep standards high, but I am impressed with almost every new author's release these days. If I don't like a map it's generally due to the gameplay not being my preference rather than the quality of the map itself.
    2 points
  5. DarkRadiant 2.11.0 is ready for download. Next to bug fixes and GUI improvements (also to the recently added TDM Game Connection plugin) this build enables users to manage their favourite resources like materials, entities, sound shaders. The search function of resource trees has been improved too. It's recommended to prefer this version over any previous release. See the pre-release testing thread for a few feature highlights. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.11.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.10.0 Feature: Managing favorite resources like entities, textures and sound shaders Feature: Extended/improved the search feature of resource browsers Feature: List model definitions in Model Chooser Feature: Initial GUI improvements to game connection plugin Fixed: Collapsing a brush while undoing cannot be undone Fixed: Skin Chooser starts with expanded All Skins root folder Fixed: Projected lights don't rotate around their origin anymore Fixed: Default scale & natural function producing stretched results Fixed: Script dialogs don't scale when window is resized Fixed: Material parser doesn't recognise materials with no whitespace between name and block Fixed: Treeview search box can overlap with the search result Improved: Prefab Chooser preview has better initial view origin and angles Improved: Imported prefabs are now created at the cursor Improved: Added option for "ai_see" spawnarg to Light Inspector The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    1 point
  6. @Zerg RushOfficially it's probably going to stay as it is (at least by default), but for yourself you can always download this .pk4 and place it in your base install. It'll turn the loot counter into a current/total counter as well as your current stealth score. Got to be logged in to get it. https://forums.thedarkmod.com/index.php?/topic/20245-view-stealth-score-during-gameplay/&do=findComment&comment=443437
    1 point
  7. Nice list, wings3D was the first 3D tool that I ever used before landing on Luxology Modo and it was a fantastic box modeling tool for its time. Btw about web based 3D apps, this is a nice read about the pros and cons of such tools... https://www.gdcvault.com/play/1024465/Insomniac-s-Web-Tools-A
    1 point
  8. Another bit of virtual carpentry. Should help with presentations for smaller objects.
    1 point
  9. Pretty proud of myself to have finally contributed to this number Hopefully I'll be able to get another one out this year too
    1 point
  10. Looks like we're keeping this wonderful project going! I'll be happy to contribute a few under 2021 as well!
    1 point
  11. 2021 should be quite a good year, as a glance into the betatesting forum and various other places on the forums and Discord would suggest.
    1 point
  12. Not bad, about a mission every 1~1.5 months for 11 years straight. As time goes on, we get more very ambitious ones too.
    1 point
  13. Which is to say, even in "retirement" greebo (who codes DR) is still one of our most prolific workhorses.
    1 point
  14. Legitimate good idea. There have been a lot of times I'll want to know if I have rope arrows and not be 100% sure which number it is, so I just start pushing all of them. I'll second that motion.
    1 point
  15. A very fun and solid mission. I'm going to be a bit critical in my review, but that's only because this was a very good mission and so I thought about it a lot. Don't take any of this the wrong way, it was a job very well done: Visuals Overall the visuals were great to look at, and the whole mission ran very smoothly on my less-than-powerful rig (which really impressed me in some scenes!). Especially the use of the skybox geometry made the city section feel much larger and interconnected than it really was. The scale of the mansion was also just right - I noticed in my missions that I tended to err too much on the side of making things too small, but no problems with that here. Everything was large, impressive, but also believable. Now, onto my critiques. The very pronounced use of strong ambient light colors (and their sharp swings as you moved into new areas) served to almost act like the post-processing filters you see in modern games. For me, this was a bad thing that detracted from the visuals. I've always felt that in modern AAA games (or Thief Deadly Shadow for that matter) all these sorts of filters serve to do is to wash out the colors from the scene. All the natural highlighting and texture detail of objects gets covered over by this omnipresent color scheme, which reduced contrast and made the in-level lighting more flat. Art is subjective, and part of that critique is just preference, but I wanted to mention it. I also noticed quite a few spots where the visual quality of the level took a noticeable drop (overly blocky chunks of geometry (especially on the ceilings), tiling textures, sudden texture cut-offs, and a little bit of z-fighting) . No-one else has mentioned this, so this could just be me being picky and looking at things too closely, but given the really high visual quality of most of the level, running into these sections pulled me out of the experience. Story Chalk this one up to preference again, but I was disappointed by the time I got to the ending. The macro-story suffered from the same issue as Full Moon Fever (another great mansion mission) in that it was all build up with no payoff. A lot is hinted about the nature of the stone, with the light in the tower and the various conversations, but in the end it's just another object that you pick up and leave with. There was no consequence to taking the stone and no resolution to any of the various plot threads surrounding the stone. If this is the first part in a series, you can ignore this critique obviously. That said, the minute-to-minute storytelling through overheards and readables was very enjoyable. I knew who everyone was, what my objectives were, and where to complete them. These fundamentals can be very hard to convey and you did a great job conveying them in a way that made me relate to the cast of characters. The environmental storytelling with the pagan graffiti was also a really nice touch. Gameplay Nothing but praise here :-). New challenges like electric plates were introduced well and changed up the pace of standard TDM gameplay. The faster than normal AI also made the game more challenging, forcing you to ambush people instead of doing the standard "creep up on people" thing. It also raised the chances of having to run into AI more than once before you could take them out, which made the level more tense. The layout of the level was such that I never got lost, and in a level as large as this one, that's a mark of high quality. The only time I got confused is that I thought I needed to flip both of the tower control switches to open the tower door. So imagine my chagrin after circumnavigating the mansion to get to the second tower switch, only to find the door closed. Again, really good mission - had a blast playing int and I hope you make more!
    1 point
  16. Sorry to be blunt but nope, for various reasons - first among which IP infringement.
    1 point
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