motorsep
Member-
Posts
913 -
Joined
-
Last visited
-
Days Won
2
Everything posted by motorsep
-
eeh, why not to follow some decent standard and use cmake ? I never understood when people find some obscure tool and present it as the ultimate solution. Cmake is de facto standard for cross platform development. Works like a charm on Linux, Windows and OSX. RBDoom 3 BFG uses it, dhewm3 uses it afaik, Blender is switching from scons to cmake.
-
Thanks! No, no GPU particles. It's not trivial to move particles to GPU, and for the amount of particles we use it doesn't make much sense to move them to GPU yet. I would make more sense to optimized particles, if there is a room for it, on CPU. Demo recording/playback fix, some reload* cvars fixes, dmap writing inlined LOD surfaces into proc file as separate surfaces, and fixing/enhancing tools (since they compile fine with MSVC2013 Community Edition, Qt5 port isn't gonna happen until there is a massive demand in tools for Linux modders) are the next big targets. Moving r_show* rendering from old rendering code to the new shader based one is one long term goal. Faster shadow mapping, having translucent surfaces casting shadows and real-time GI are another long term goals. That is what our renderer road map looks like so far (excluding some mostly purely shader based features).
-
Thanks, fixed it
-
DarkRadiant 2.0.2 pre-release test
motorsep replied to greebo's topic in DarkRadiant Feedback and Development
What's new with 2.0.2 and 2.0.3 ? Christmas shopping! -
Thanks
-
I decided to put some info up about the engine and IndieDb seemed like a good place to do that Check it out: http://www.indiedb.com/engines/storm-engine-2-working-title
-
Authoring RoQ videos and defining their properties ?
motorsep replied to motorsep's topic in TDM Editors Guild
I looked up RoQ docs.. It seems that making a video out of TGAs with alpha would make a mask automatically (built into RoQ file). Gotta test it. -
Authoring RoQ videos and defining their properties ?
motorsep replied to motorsep's topic in TDM Editors Guild
So I guess no one really worked with RoQ videos extensively ? -
Authoring RoQ videos and defining their properties ?
motorsep replied to motorsep's topic in TDM Editors Guild
That may be, but RoQ video needs a flag telling engine what color is transparent (as mask I guess). -
I figured I'd link my post here, since I am guessing Crowind might know about RoQ more than I do http://forums.thedarkmod.com/topic/16769-authoring-roq-videos-and-defining-their-properties/
-
Thanks, but what do you mean by that ^^ ?
-
Some games fade in player's view (from black) on spawn. I assume it's done to prevent player seeing certain things being spawns and such. So there is a delay between being spawned and seeing the world. I have a few things, particles in particular, that begin emitting at t he same time player is spawned. It doesn't look appropriate as I'd like for particles to be at full capacity when player is spawned. So I figured if I have a delay and the gradual fade in from black on the view, then the issue would be resolved. Is it something engine/game already provides (Doom 3) ? How can I achieve such effect ? Thanks.
-
I recall RoQ videos can be transparent and such, and can be used as textures in materials. Is there an explanation how to author RoQs with settings/parameters explained (setting transparency for example) and how to properly setup material to use RoQ in GUIs and world/model surfaces ? Thanks.
-
Moving lights = stationary lights when it comes to performance, assuming they cast no shadows. Stationary lights casting shadows from static meshes (LWO/ASE) and map are _much_ cheaper than shadows cast from moving lights and skeletal geometry. So many moving light + static shadows = ok; many moving lights and dynamic skeletal shadows = death.
-
Not really close But it makes sense to wait until they fix it for TDM.
-
I am keeping my fingers crossed, because AMD sucks in all idTech 4 / 5 games :/ By the way, how did you get in touch with AMD about TDM issue? I might need to get with them about our engine performing horribly under Win 8 / 8.1 on some AMD GPUs.
-
You really don't want to abandon dmap shadows, because performance difference is drastic. Engine will have to calculate silhouettes for _everything_, while with dmap shadows it doesn't calculate anything for prelit shadows.
-
Afaik not. We had to increase mem allocation besides tweaking those two. However, that could be because RoQ reintegration into BFG engine. idTech 4 might get away with just increasing those.
-
RoQ2 source code: https://github.com/i...ster/utils/roq2 It would be nice if someone can add cmake support to it and ability to generate solutions for MSVC 2010, 2013 and gcc (for Linux), that can be compiled
-
DarkRadiant 2.0.2 pre-release test
motorsep replied to greebo's topic in DarkRadiant Feedback and Development
Woah, selection and Entity List load up at the speed of light now!!!! Awesome! Thanks greebo! -
Go with shadow mapping! Btw, there is shadow mapping code in idTech 4, so might be a good idea to poke at it to get it working again.
-
RoQ2 for Jedi Academy can make high res RoQ videos, but engine needs to be fixed to support that. RoQ also has to be power of 2, e.g. 1024 x 1024.
-
Implementing hub levels a la Hexen, Dishonored, etc.
motorsep replied to motorsep's topic in TDM Editors Guild
That's not large, and low poly. Large is what I made - 130k x 130k units, polycount is what you'd see in modern games. Either way, the issue has been resolved. Although I still think it's beneficial to gameplay to have hub level system. -
Lighting issues when using a lot of entities
motorsep replied to motorsep's topic in TDM Tech Support
Tested it with shadow volumes - works the same way as with shadow maps. Well, it's a good reason to be exited anyway I still don't get why there is a notion that BFG vs idTech4 is like CryEngine vs idTech 4. When it comes to game code, it's almost identical to idTech 4. So I am certain that TMD can be ported, little by little to BFG game code. By BFG I mean Storm Engine 2, since it's a way ahead of BFG in terms of bug fixes, modding capacity and such. -
Lighting issues when using a lot of entities
motorsep replied to motorsep's topic in TDM Tech Support
It runs well because it's modified Doom 3 BFG engine, not idTech 4, and also because LOD is working, and because shadows are shadow maps, and not volumes, so there is no extra geometry to calculate/render. I have parallel visportals to split the "room" into 4 areas (set up diagonally / / / ) , but no cubes around entities. I can make that video with r_showTris, if I don't forget