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Dram

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Everything posted by Dram

  1. Yeah, as NH said, it was a community addon which the developer allowed us to use. As for those missing files, check your materials folder again, and look for tdm_bloom_afx.mtr. If you do not have it, again create a text file etc and paste this into it: //################ Maha_x's materials ########################## // Modified by Clone JCDenton to work with Use_less bloom //######################################## ###################### textures/AFX/AFXweight { noshadows noimpact sort postProcess { vertexProgram afxweight.vfp fragmentProgram afxweight.vfp fragmentMap 0 _currentRender fragmentMap 1 _afxweight } } textures/AFX/AFXmodulate { noshadows noimpact sort postProcess { rgba 1 vertexProgram afxmodulate.vfp vertexParm 0 parm0 vertexParm 1 parm1 fragmentProgram afxmodulate.vfp fragmentMap 0 _fsfx_input fragmentMap 1 _afxweight } } textures/AFX/AFXmodulate2 { noshadows noimpact sort postProcess { rgba 1 vertexProgram afxmodulate2.vfp fragmentProgram afxmodulate2.vfp fragmentMap 0 _fsfx_input fragmentMap 1 _afxweight } } textures/AFX/AFXadd { noshadows noimpact sort postProcess { rgba 1 vertexProgram afxadd.vfp vertexParm 0 parm0 vertexParm 1 parm1 fragmentProgram afxadd.vfp fragmentMap 0 _currentRender fragmentMap 1 _fsfx_input } } Hopefully that should make it work. Again, if it doesn't then check your glprogs folder and look for these files: afxadd.vfp afxblend2.vfp afxblend.vfp afxmodulate.vfp afxweight.vfp
  2. Oh and btw, nice map, VERY nice start to it Good lighting etc, thought of applying for beta mapper status?
  3. http://72.8.59.188/TheDarkMod/Files/fixed_...hesnopp_map.zip Remove (backup or delete) your old files, and plop the files in this zip into your maps folder and load it up in TDM through console. It is already compiled. Also note, that you do not need any other files apart from the .map file and a .script file (if your map uses one), so you can safely delete lostcity.rataas etc, as these are generated on compile. Of course, they are needed for play, once they are generated etc.
  4. Ok, found the problem. Quite simple really. You have two brushes which have a grid width of lower then 1, which messes with the compiler, so it detected those brushes as not sealing the outside world and thus registered as a leak. Gimme 2 secs and I'll upload the fixed map file. Note I fixed -only- those two brushes (the two super thin ones that block the outside world near the pipes). Basically, as a general rule, ALWAYS use grid alignment for brushes which are used to seal off the outside world Anyways, onto uploading....
  5. Thinking about it more, could be that you are missing the shader files themselves. Check your saintlucia/glprogs/ folder and look if you have the following files: blurx.vfp blury.vfp blurx0064.vfp ...etc up to... blury1024.vfp If not, then let me know and I will package them up into a pk4 that you can plop into your saintlucia/ folder.
  6. Hmm, please check this: Go into your saintlucia/ folder and find the materials/ folder, then check if within it there is a file named tdm_bloom.mtr If it is not there, then copy an existing .mtr file, rename it to tdm_bloom.mtr. Then, open it, erase its content and paste the following into it: textures/fsfx/blur { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) vertexProgram blur.vfp fragmentProgram blur.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blurx2048 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blurx2048.vfp fragmentProgram blurx2048.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blury1024 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blury1024.vfp fragmentProgram blury1024.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blurx1024 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blurx1024.vfp fragmentProgram blurx1024.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blury512 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blury0512.vfp fragmentProgram blury0512.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blurx512 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blurx0512.vfp fragmentProgram blurx0512.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blury256 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blury0256.vfp fragmentProgram blury0256.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blurx256 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blurx0256.vfp fragmentProgram blurx0256.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blury128 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blury0128.vfp fragmentProgram blury0128.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blurx128 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blurx0128.vfp fragmentProgram blurx0128.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blury64 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blury0064.vfp fragmentProgram blury0064.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blurx64 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blurx0064.vfp fragmentProgram blurx0064.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blury32 { noshadows noimpact sort postProcess { if (fragmentPrograms == 1) rgba 1 vertexProgram blury0032.vfp fragmentProgram blury0032.vfp fragmentMap 0 _fsfx_input } { if (fragmentPrograms == 0) map _fsfx_input } } textures/fsfx/blend_add { noshadows noimpact sort postProcess { colored map _fsfx_input blend add } } textures/fsfx/current_blend_add { noshadows noimpact sort postProcess { colored map _currentRender blend add } } textures/fsfx/blend_modulate { noshadows noimpact sort postProcess { map _fsfx_input blend modulate } } textures/fsfx/blend_modulate_2x { noshadows noimpact sort postProcess { map _fsfx_input blend gl_dst_color, gl_src_color } } textures/fsfx/invert_dst { noshadows noimpact sort postProcess { colored map _white blend gl_one_minus_dst_color, gl_zero } } textures/fsfx/add_color { noshadows noimpact sort postProcess { colored map _white blend add } } Then save it, and try bloom again. If that fails, then there must be another problem. What vid card do you have btw, and what operating system are you using?
  7. Hmm, no you are looking at the right place. I think I may have an older version of it I remember there being problems with calling a doom 3 process, so I think Greebo may have removed it as it did not work that well. I personally do it through the console. As for your problem, it sounds literally like it is not compiling fully for whatever reason. So let me get this correctly: You are modifying the saintlucia.map right? Then you compile it, but no new brushes show etc right? If so, then check if the map file and the compile files (.proc, .aas32, etc) are in the saint lucia/maps/ folder. It seems they may be put in your doom3/base/maps/ folder.
  8. No probs, I posted this because I noticed that in an interview with OMGPCGames.com he asked whether we were planning on implementing bloom or not, and it has been in TDM for quite some time now. I believe even in Thief's Den - same settings. The interview I'm talking about is here.
  9. Bummer, that would have been an easy fix then In the editor - you using Dark Radiant right? If so then it's in the top menu - Map->Compile If in Doom3Ed though, it is in top menu - BSP->BSP Hehe, IMO = In My Opinion
  10. Indeed. Loading one mission to the next is no issue, but it may be a good idea to have our loader read multiple lines of 'contained maps' or something. So for example, let's say we wanted to have 3 maps link into each other - ToSL, BM, and Gathers. We would use the current system but read multiple lines, so for this 3 map campaign it would be: saintlucia blackheart_manor gathers The briefing etc would be loaded for each map in between the missions as per ToSL and loadout and difficulty would also be selected as per normal. Then we could have certain things a mapper could change around, for example keeping items already in inventory, keeping previously allotted loot minus the objective requirement, etc. Opinions?
  11. Here is where it starts to become problematic. This texture, for example is one I use in Letterford manor for the window frame parts. If it is replaced by a texture which does not match it almost exactly (especially in block numbers and spacing) then I'd have to go and re-align every window-frame texture, which is really a pain, as I'm sure you understand Sneaks. I am all for replacing textures like dirt etc with better versions, as they have no specific marks etc that mappers might use on smaller objects etc. But, for the more complex textures such as these stone blocks, replacements would have to match almost exactly in spacing, size of blocks, and marks (eg the rocky inlay of the blocks). Don't get me wrong Sneaks- I agree with you, just want to avoid stepping on others' toes, if you know what I mean.
  12. Just to avoid any misunderstandings Theothesnopp, I assume you first type this into the console: dmap mapname and once it finishes you put map mapname This is what Fidcal means by dmapping. You can do it through the editor too, though imo it is quicker through TDM itself. Sorry if you were doing this already, just trying to clear out any misunderstandings.
  13. Added screenies... Please note these wonderful effect shaders were donated to us by: Hellborg - For his Rotoscope (Noir cartoon-like) shader maha_x - For his bloom shader and source Just thought they deserved a mention Also it is possible to use either of these shaders in in-game cutscenes via map script. You would do this by executing the following script command within a function in your map script: sys.setcvar( "g_rotoscope", 1 ); So if you wanted to (for example) have the map start off with the rotoscope shader you would just add that command to the void main() function in the map script. For example if we wanted this in Saint Lucia: Change this in the map script in the .PK4 from: void main() { // key starts out hidden so that we can grab the cap before frobbing it $room2_key.hide(); m_hatkey_hat_frobbed = 0; } To: void main() { sys.setcvar( "g_rotoscope", 1 ); // key starts out hidden so that we can grab the cap before frobbing it $room2_key.hide(); m_hatkey_hat_frobbed = 0; } This would mean that Saint Lucia would start out with the rotoscope shader on. You should not forget to set this to off however in a later function, or else it will stay on for the next map etc and the player would have to turn it off himself via console. Hope that leads to some awesome cutscenes
  14. Not sure if anyone knows this, but bloom already exists in the SL build (off by default). Do note that it can be quite taxing on performance, depending on settings. EDIT: Apparently some files required for bloom were not included in the release, causing a black screen if bloom was turned on. If this is the case for you, then download this pk4 and place it in your doom3/saintlucia/ folder. It contains the two material files required for bloom to function correctly. http://72.8.59.188/TheDarkMod/files/TDMBloom.pk4 Here are 4 variations of settings I use - low to ultra: LOW: r_bloom = 1 r_bloom_contrast_min = 0.6 r_bloom_contrast_mult = 1 r_bloom_buffer = 3 r_bloom_blur_mult = 0.9 MEDIUM: r_bloom = 1 r_bloom_contrast_min = 0.75 r_bloom_contrast_mult = 1.15 r_bloom_buffer = 4 r_bloom_blur_mult = 1.05 HIGH: (Best IMO) r_bloom = 1 r_bloom_contrast_min = 0.9 r_bloom_contrast_mult = 1.3 r_bloom_buffer = 5 r_bloom_blur_mult = 1.2 ULTRA: r_bloom = 1 r_bloom_contrast_min = 1.3 r_bloom_contrast_mult = 2 r_bloom_buffer = 6 r_bloom_blur_mult = 1.5 The also an extra bloom control for turning on or off blooming of the HUD (off by default): r_bloom_hud = 1 Different Settings for Bloom Bloom Compare shot 1 Bloom Compare shot 2 Bloom Compare shot 3 Bloom Compare shot 4 Also, there is another wonderful little shader effect which you can turn on, making the game look like a noir cartoon (quite awesome actually. Again, off by default): g_rotoscope = 1 This effect's performance impact is negligible, as no FPS drop could be seen. Rotoscope Compare shot 1 Rotoscope Compare shot 2
  15. Yeah, these are added with putting <spoiler> at the start and </spoiler> at the end. Replace the <> with []
  16. I totally agree with removing really bad textures, but please, a replacement should be put in its place - there's nothing worse then going to edit your map when suddenly textures are missing etc. I'm sure you understand. I think the best approach is to replace old textures with better versions, rather then remove altogether.
  17. Yeah please don't mix the current door sounds into one shader - I recorded them ages ago with the intent for them to be set by the mapper for different doors etc. Yeah that is again my doing. I recorded the cutlery sounds all at once of actual knives, forks, etc, but have since found little time to record much else. I really need to make a schedule and put DARKMOD STUFF as one of the things in it, otherwise I'll never finish Blackheart...
  18. Yes, you use a parallel light, but you have to drag the light center away from the middle of the light. D3 calculates the direction of the light vector via light center->light entity.
  19. Yeah, as long as you offset the portal from the door enough so that it is not within it's clip box it will not be triggered by the door.
  20. That is one damn nice piece of work! Overlaying the two shots by going cross-eyed you've matched it almost perfectly! Not to mention the angle is EXACTLY the same! Nice Hehe, seems like an excessive process to take a screenie, but you've proved that it is more then worth it
  21. In some worst-case scenarios I've had it cause BSP holes in my map. drove me mad, but luckily deleting said brushes fixed it. I don't use it mainly from force of habit now, but as long as you backup often it should be ok. Nonetheless, cutting it yourself gives you more control.
  22. Nice I like how his leg angles out too, nice subtlety.
  23. I use both a CRT and LCD in dual screen setup, and I have tried running TDM on both screens at once...it looks dreadful on the LCD. Not because it is a shit LCD (it's a Samsung 940BW), cos it's actually very good, but because LCDs cannot do true black. CRTs can, and it makes a huge difference to me, so I play TDM on the CRT and games like Counter Strike etc on the LCD (widescreen).
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