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motorsep

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Everything posted by motorsep

  1. Well, you could bake everything into 1 texture and that would reduce your drawcalls greatly Or have textures on 1 atlas and that would help too. Try not having too many overlapping lights.
  2. For all I know, not everyone pays for M$ software (although I am proud of being paying customer, even though I bought an OEM version) There is also Ubuntu Linux, which is free.
  3. Oh, looks like fake color grading effect Neat! So if it's a volumetric effect, how would I be able to make a decal with it? By having projected light to be a blendLight ? Btw, how do you setup the blendLight to make surface darker?
  4. It would be nice to have recent github build, due to performance improvements. Unless you think it's not that different from preview # 4 build, then I guess there is no need.
  5. I don't know much about RAGE modding (rather nothing at all). I checked out images for blendlights and they used it for shadows too, particularly for Authority's drop ship. I just wonder if lights are accounted for entities. If now, blendlights would provide us with really nice way of decaling levels.
  6. You can turn off shadows, spec, etc. on standard light and will have no interactions either.
  7. I'd appreciate it. Btw, wouldn't it be exactly the same as using projected standard light to cast colored light onto a surface ? (as in your example, stained glass like in churches)
  8. Thanks. How come that image doesn't affect candle stand, and is "projected" only on the table ? Is it just being drawn where light's volume "touches" a surface ? I wonder if I can use blend lights as decals, since they get automatically projected over any complex surface vs using standard methods of decaling. Are lights included into entity count limit ?
  9. Half of that sounds like taken directly from wiki, sorry to say that :/ I'd really appreciate someone showing screenshots with blend lights in use, vs normal lights.
  10. I searched the forum, but couldn't find a good example explaining that blend lights are for and how does it look like compare to normal lights. DarkMod wiki doesn't have info either, D3W is dead, Doom 3 has no blend lights. I noticed RAGE used quite a few of those. So my questions are: 1. What do blend lights look like compare to normal ? (please post an image) 2. What are the common uses for blend lights ? (please post an image) 3. Are there any specifics about preparing assets for blend lights (besides having blendLight key in the material) ? Thanks a bunch!
  11. By chance, were you able to build Win 64 build of DR ?
  12. I wonder if they now switched to MSVC2013. Just odd :/
  13. I can compile 32bit myself (at least I did for the last preview build), but 64bit requires MSVC2013 (or Pro version of MSVC2010), which I don't have. I recall greebo was the one who built it last time. Not sure if he is busy with wxWidgets and can't compile or something else.
  14. I see there are some goodies with VBOs on github Can someone please make Win64 build of current DR ? Thanks!
  15. Improved Debugger - now shows names of threads, and more useful to script programmer info.
  16. That's only possible if programmers drastically change entities. Or if Light Gem's code is that sensitive (if we are talking AI navigation/sensory system).
  17. Rendering engine is from idtech 5 (minus megatextures) - threaded and optimized for moderns GPUs (GLSL shaders, higher polycount, etc.), superb networking - playing smoothly online at high ping, smaller VRAM/RAM footprint, better memory management, high quality texture compression (broken in vanilla BFG), low lag input (I would say lagless, but that would be impossible), Flash GUIs, much shorter level loading times, high potential for further rendering improvements (shadow mapping, forward+ rendering, etc.). That's from the top of my head. There are probably more little things that make it better.
  18. I haven't tested LWO models neither with BFG nor with our engine. Doom 3 has LWO models, and those work fine with BFG. Please pick out a few mods for Doom 3, that have mostly new textures (not for sikkmod, just standard doom 3 compatible textures), new models, new sounds, maybe a bit of standard scripting and I'll see if I can get it running with BFG. TDM is made using Doom 3 game code. Doom 3 BFG has exactly the same game code with a few enhancements. Everything is doable given time and manpower.
  19. @HMart: Well, either dig deeper (cos I actually got some mods from Doom 3, the ones without any C++ code involved, running with RBDoom3 and stock Doom 3 BFG), or wait until Phaeton alpha is out to get a hold of the engine. While we did take early RBDoom 3 BFG as base code, we did a lot of modifications to the engine to have it game dev/modding friendly. Also, Storm Engine 2 != BFG engine. I don't know why you say I am misleading people. On that video, I show Storm Engine 2 running with scratch content, not BFG engine, not with stock Doom 3 BFG content.
  20. Btw, we just restored Script Debugger, that wasn't working in stock Doom 3. Now there IDE to debug scripts in similar to C++ manner. Screenshot is here http://www.kot-in-action.com/blog_new.html
  21. Supposedly there is no correlation between GENTITYNUM_BITS and decals/debris/etc. One can keep cranking GENTITYNUM_BITS along with whatever else requires cranking (collisions). I am sure there is a limit when engine begins choking, but from what I understood after talking to ID folks, no limits decreases when increasing GENTITYNUM_BITS. Can anyone confirm or disprove it?
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