Jump to content
The Dark Mod Forums

Tels

Member
  • Posts

    14984
  • Joined

  • Last visited

  • Days Won

    23

Everything posted by Tels

  1. Tels

    roq effects

    Don't ask me, I just used google. Maybe if you read the links I posted you can find out (Most shaders should work with doom, tho) I don't complain about it, it is very cool. But i get annoyed that whenever someone poses an idea, people spent way longer to tell the person in question "that is too complicated", "that won't work", "nobody has time", "not needed", than it would take to just do it in some cases. (I bet you would have gotten the same responses if you asked first about the rotoscope thing instead of just implementing it and showing it. Hm, I guess I just learned a lesson Anyway, bed time for me now, I start to get grumpy
  2. Tels

    roq effects

    I know what you are saying, but we _did_ have time for someone to include that pre-made rotoscopic (sp?) shader into TDM and that effect was on no "todo" list as far as I can see. So, when someone comes up with a nice working real-time candle-flame shader, we just snag it and include it the same way.
  3. Sorry that I haven't have picked up development in DR yet. Too scared and too busy
  4. Yeah, it is about 700 Mbyte, really. But still, imagine you have a map where all these textures are used at the same time. Ouch
  5. te@te:~/.doom3/darkmod$ du -sh models/darkmod/props/textures/ 1.2G models/darkmod/props/textures OUCH! A very quick scroll through showed at least these usable ones: well_square: winerack2: winerack: wtable1:
  6. Oh very nice! I am running out of ideas for indoor lights that can either be extinguished, or don't look like a streetlight Speaking of lights, extinguishing a gas light leaves the model still lit. How do I make it so the model goes dark when you extinguish the light, too?
  7. Seeing our small wood collection, I wanted to add more woods. However, while adding a few models for the first time, I was actually stumped that these use quite nice and detailed wood textures. But, these textures aren't usable in a normal map. So, I looked around, and for instance, winrack_d.tga is just a "normal" texture. There are others which are very model specific and in "parts". So, I think we could use some of the generic textures in maps. Should I: * recompress them as DDs, and move these textures to the dds/darkmod/etc folder, then add a material entry, and fix up the model, or: * just add a material entry that references the texture where it is already? Would prefer the first option, of course, as it seems more clean. But maybe there is a reason this isn't a good idea. In any event, this would allow more diversity in map/world textures without wasting more texture space (and recompress as DDS is always good, anyway). Speaking of darkmod_hires, I _still_ cannot check it out, I always get the broken connection error, no matter in which folder I try to check out (either error or it checks out a subfolder ok, but I cannot complete the checkout at the main folder). So I cannot upload stuff to there, either. Already had sent sparhawk forum posts and at least one PM on what the problem can be and how he could fix it; but he hasn't even replied. So, sparhawk if you read this, can you please get back to me on the hires repository?
  8. Tels

    Tels' textures

    I added two light textures: lights/tdm_window_grating_2x2 and lights/tdm_window_grating_2x3 These can be used to create fake light-falls-through-window light effects. Just use them on a projected light and scale the light so that the size matches your window size. Should absolutely be used together with Drams volumetric light effect
  9. Yeah, this isn't "Thief - Word, Brother" (Gangsta edition) As for the rest, I agree with you that it is just not really feasible for TDM at the moment.
  10. No, what I meant is that when you see your feet, it adds to body awareness and makes it "better" or "more correct" for me. Wether TDS got that right or screwed it up (by adding an obviously fake looking effect), I don't know I forgot in which game I saw this with the player legs, but there it did work.
  11. I don't have seen T3 yet, but please count me in that minority, too. Of course, if the effect is not done "right", e.g. your feet just float etc. it is probably really better to not have them at all. Plus, it is a lot of work. But still, _if_ done right, seeing your own body and shadow is really adding to the atmosphere. Big if, here, tho
  12. No, but it makes the already-out-of-place and immersion-breaking (for me) creatures even more,well, immersion breaking Whenever I see giant rats, giant spiders and dinosaurus-like creatures, I immidiately think "fantasy computer game"
  13. No disrespect to the work that has gone into them! I just don't like their out-of-place plastic look, and how they rotate on the spot like some mechanical model
  14. I am not a fan of these strange creatures (even belchers put me off, especially as the current version looks like a fake giant frog that got stretched I'll have maps without them at all, thank you very much
  15. I looked at the darkradiant.desktop file, and looking at the others I have already in /usr/share/applications, I think the following fields could be added to it: encoding version icon= Comment[de]=... etc. I make a new one, should I email it to you?
  16. Very cool, can you tell me how to do this? Did you also set the dependencies? That is the most important point with packages, the package manager can then install the nec. libraries automatically. Edit: It looks like you forgot strip on "darkradiant"
  17. Well, I have to say I absolutely LOVE the mantling code It would be cool if that could be extended to jumps (a little down-dipping of the screen when you land), and head-bob while you walk. Right now, it feels like you are sliding along on a rail, or floating. As for body-awareness, I really like that stuff as I am quite aware of my own body in real-life For instance, it quite puzzled me in my moon-lit attic (in game I mean, I don't have an attic why the moon light wasn't blocked by the player. Only much later it dawned (no pun on me that my player doesn't have a shadow - nor feet or any other body parts except a right arm to pull out the sword. Ow.
  18. This is interesting, one would need to ask the author of UPX about this. I am still unsure about this, because the in-memory images match. That the on-disk image doesn't match the in-memory image shouldn't be a concern to the OS, but I can be wrong. That is true. But then, usually you won't run more than one instance of DR, and even if you would, the memory you wasted by two EXEs files loaded is dwarfed by the second set of textures etc allocated by DR. Likewise for the DLLs, usually you only load one instance of DR, and so only have one instance of the custom DLLs. System DLLs would still be shared. But it is good to keep that limitation in mind for stuff that get's loaded multiple times (although I haven't had that occuring yet as I usually do not write libraries but end-user programs
  19. That makes sense to me (to put them under decorative -> personal items) Btw, can you please also make a more coarse square (8x8) and rectangular (maybe 20x6?) brush with maybe only a few bristles?
  20. Not to the pedantic nit-picking eye - it looks more like a giant eyeball to me Will fix up that moon texture tomorrow, now it is bed time for me
  21. Tels

    roq effects

    Gosh, these guys are incredible, they heard my cry for help: http://www.siggraph.org/publications/bibli...hp?detail=17201 I wonder weather TDM is a "cultural heritage real-time application", tho Then there is this: http://director-online.com/buildArticle.php?id=1160 And this: http://www.cs.ucdavis.edu/research/tech-re...CSE-2006-22.pdf That is a hot topic (sorry
  22. I thought I hid everything and looked at everything, but I must have overlooked that brush Will do tomorrow after some sleep and then add it to the wki, too. Thanx! Btw, is it possible to "move" the moon by moving this brush, too?
  23. "make-up"? "toilet tools"? "beauty case"? " Or going with "kitched": "bathroom"? Or "Girls only"? Just kidding
  24. Tels

    roq effects

    But the candle flame is a really small resolution like 32x32 pixel or so? I think the best (video-ram wise) solution would be to write a fragment shader that can render a real-time, pseudo-random candle flame, without using more than one or two textures. That way it would never render more pixels than nec, and not read too much texture memory. But I don't know anyone who can do this :/
×
×
  • Create New...