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Tels

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Posts posted by Tels

  1. Aren't the display lists being reorganized in the def files of the main mod? That doesn't affect Dark Radiant.

     

    Uhm, well, DarkRadiant uses these def files to build the list when you click "Create entity". But if you release only a new version of DarkRadiant as stand-alone, never mind me :blush:

     

    Actually, I'm a bit confused Tels. :) I brought you on board to work on Dark Radiant, but you've been working on The Dark Mod instead. Not that this is a bad thing, we can use the help there too, but I just wanted to make sure you realize these are two separate projects. :) It seems to confuse a lot of people. lol

     

    Sorry :(

     

    But I am equally confused because I didn't really actually realize that these are two projects until I joined - and even now they are still quite fused in my mind as they depend so heavily on each other :)

     

    Actually I joined, because wanted to work on DarkRadiant so I can use that to work on DarkMod (easier). As for actually contributing to DarkRadiant, it is on my TODO. ;)

     

    Currently I am still in the "get to know the code" phase as there is so much to learn - seems everyday I run up against another wall and need to read for some hours documentation :)

     

    Excuse that catching up with what you guys did the last three years isn't done in a week :)

  2. Ah yes, I forgot about this...I don't see a problem with a 0.9.3 release. What user-visible changes do we have since 0.9.2? All I can really remember is the modulesystem refactor which is obviously not user-visible.

     

    Re-organizing entities display list in DarkRadiant. But please give me a day or two to complete it. :)

     

    In similiar news, the light also need such an re-org, it is bloody impossible to find a light texture/shader in the list now since you never can guess from their name what they actually do/look like and wether they are from doom or TDM :) One more entry for my todo I guess :)

  3. I svn'd my switches.

    (mechanical/switches/switch_rotate_lever...)

    2 for now, translating and rotating. I'll probably redo the tex (normal) and do skins later.

     

    On base is incomplete and needs rexported, one's position will change slightly. Both are good for testing purposes, I know they were requested awhile back...

     

    Thanx, these will come in handy! While you are on mechanical stuff, could you do some chains one can use to "hang" lamps from the ceiling?

     

    (for swinging lamps, pls :)

  4. Ah, I see what you mean. My guess is that the fragment shader is not using the current colorbuffer but the _currentRender texture as reference when calculating the "wobble" effect. So, both fragment shaders use the same base image, but they don't add up.

     

    Ah, replacing _currentRender with _scratch gives a VERY cool effect - although not what I wanted :) This warrants more toying around.

     

    Tels

  5. Ah, I see what you mean. My guess is that the fragment shader is not using the current colorbuffer but the _currentRender texture as reference when calculating the "wobble" effect. So, both fragment shaders use the same base image, but they don't add up.

     

    Yes there is a _currentRender in it. With what would I need to replace this? The problem is that there is almost zero documentation on that stuff, even the official docs just list quite a lot of thing without ever explaining them :(

     

    Here is the best I found so far:

     

    http://www.iddevnet.com/doom3/materials.php

     

    Ah and I found this:

     

    http://www.doom3world.org/phpbb2/viewtopic...ghlight=scratch

     

    That will come in handy..*bwahahaha

  6. I don't quite get how your faces are setup. Which faces using which shaders do overlap? Can you post a screenshot. Not that I'm a shader master, but maybe I can point something out.

     

    Sure: (although I didn't want to spoil the effect for others :D

     

    You can see behind the big one in the center, you see a corner of the small crystal on the wall.

     

    If I enable the heat haze effect (aka uncomment it), you can no longer see the edge of the smaller one through the front. It is like the surfaces at the front only draw *everyting else* behind them, but not other surfaces of the same type.

     

    The heathaze effect is what makes stuff behind the crystal "wobble" when you move around and it looks quite cool (although it is probably wrong for polishes crystal faces anyway)

     

    post-144-1192390094_thumb.jpg

  7. A material question for the masters here :D

     

    I have made a material with a almost-transparent map. Following some example from ID, I used theheathaze vertex shader to distort whatever you see through the transparent material.

     

    This works great, except if there are two transparent surfaces behind each other, the first one shows everything _except_ the other one behind it.

     

    If I take out the vertex shader, the transparent surfaces stack, meaning you can see one through the other.

     

    Is this a fundamental limit with the doom engine atm, or is there some trick to it?

  8. The "blandness" can be resolved a bit by altering the diffusemap (create an overlay using some other irregular texture - that's how I created most of my stone/marble textures).

     

    Iwill try it. It is amazing how little small brightness variations look stark contrast inside the game.

     

    What's moire? Does it look to regular?

     

    http://en.wikipedia.org/wiki/Moir%C3%A9_pattern

     

    The pattern is created by the normal map being too regular I guess.

     

    In any event, is this texture even usefull? I am still toying around and warming up. :D

  9. Yes, Normalmap compression has a different format (DXT5 RXGB) than diffusemap (DXT1/DXT3). The compression can only be performed with the ATI Compressonator and with a specific version.

     

    Anyway, don't bother with that, we decided to not compress the normalmaps as DDS texturemaps can't be used with mapexpressions like addnormals(), which weighs more heavily.

     

    I used DXT5 (or at least I choose the option) but it still didn't work. Anyway, if there is a TGA file, it can always be converted later anyway. So I proudly present my first texture. It was supposed to be a canvas you can use at the back of paintings, but after seeing it in game it looks so like coarse cloth/wood twigs covered by plaster that I had to build a fake house front with it.

     

    (the wooden beams are just some stock wood texture)

     

    Current problems:

     

    * too bland

    * causes moire insome settings

     

    I am not quite sure how to fix these.

     

    post-144-1192377281_thumb.jpg

     

    Any tips welcome.

  10. Hah. Gimp lets you choose the compression method for DDS, and tick a box "mipmaps" but nothing else. No color weight etc.

     

    Even after juggling the paths I can't get it to work. Doom shows my material in a base yellow color (so the diffuse map seems to work), but it is transparent for lights, and doesn't have a "bumpmap". Strange.

     

    Edit: Never mind, I see them now, I was getting confused with the paths :D

     

    Hm, is there a specific requirement for the .DDS files for the normal map? I can see them just fine in DE, but doom says "cannot load image textures/tels/canvas_yellow_local".

     

    Hm, trying a .tga works, so it seems that the normal plugin of Gimp just can't create the right sort of .dds Doom3 requires.

  11. Ok.

    Cool, I missed that article. I can see that we should somehow move all the messy little articles to one big tutorial.

     

    Right now every one (except maybe yours) misses some crucial detail. For instance, I didn't know I need to put the .dds into a different folder, or restart doom if I change the .mtr etc.

     

    These things really should covered in on texture tutorial - I get on it.

     

    Thanx for the tips, trying it now :D

     

    Hah. Gimp lets you choose the compression method for DDS, and tick a box "mipmaps" but nothing else. No color weight etc.

     

    Even after juggling the paths I can't get it to work. Doom shows my material in a base yellow color (so the diffuse map seems to work), but it is transparent for lights, and doesn't have a "bumpmap". Strange.

     

    Edit: Never mind, I see them now, I was getting confused with the paths :D

  12. We don't need them, but they are possible (add another shader stage) and you are free to implement it in your custom textures. Beware of performance issues though. One of ascottk's stone textures has such a stage (it's a black stone, IIRC).

     

    We agreed on saving the TGAs uncompressed, because it only increases the workload for the engine before loading them into graphics memory.

     

    Ok.

     

    This is described in my wiki article here: http://www.thirdfilms.com/darkwiki/index.p...le=DDS_creation

     

    Cool, I missed that article. I can see that we should somehow move all the messy little articles to one big tutorial.

     

    Right now every one (except maybe yours) misses some crucial detail. For instance, I didn't know I need to put the .dds into a different folder, or restart doom if I change the .mtr etc.

     

    These things really should covered in on texture tutorial - I get on it.

     

    Thanx for the tips, trying it now :D

  13. Moin,

     

    I am going through the process of creating a texture for DM. After reading (and actually amending :) the basic tutorial and reading a few others, there are still open questions:

     

    * do we need a detail texture? Does TDM even support them yet?

    * In what format should I save TGA files? (Gimp does only allow you to select RLE compression or not, and if the origin should be bottom-left, but nothing else)

    * In what format should I save .dds files? The plugin uses a host of options like compression, format, and wether you want mipmaps generated.

     

    Edit: I managed to get my "texture" into the game, but the normal isn't working.

     

    One thing I missed is the material types. The Basic texture tutorial just skips these, and the only thing I could find on the wiki is this:

     

    http://www.thirdfilms.com/darkwiki/index.p..._Material_Types

     

    which is Doom specific. Is there somewhere a list of the different material types in TDM and their usage? I see that surftype15 is used for cloth, but for instance wallpaintings are used as "wood".

     

    Since I am making a canvas texture, I think mine should be cardbox, but I am not sure. :unsure:

  14. Can anyone tell me why Doom 3 over the SOURCE engine and steam? It just seems to me that the steam/source combo is much better for distribution of this type of project.

     

    God, steam, please, nooooooo *a scream trailing of into the vast darkness of the internet is heard*

     

    I _really_ refuse to authenticate to a remote server just to be allowed to play my bought (or even self-written) game. This path down lies madness.

     

    Although a bit strange sometimes, this article from 1997 is still relevant:

     

    http://www.gnu.org/philosophy/right-to-read.html

     

    Just think that we have progressed from boring readable to interactive stories now, and then think again if it is a good idea to let somebody else decide weather you can read/play a story tonight, or not.

     

    Best wishes,

     

    Tels

  15. Arcurus, can you please make a modified texture for me?

     

    There is one called "rusty_diamond_pattern" and I like it. However, for metal plates, only the top should have the pattern, while I want the sides/bottom to be plain, but with the same color.

     

    The current other "rusty flat" textures are lighter or darker. Could you make a texture with the diamond shapes removed?

     

    Thanx!

  16. Thanks Tels! I had to paint every single stone white to make a heightmap :) It's not that difficult since I have a tablet but it still takes a little work.

     

    I don't have a tablet, but I wish I had for such work. I tried to make a texture/heightmap from Ivy leaves, but with my inprecise, jumpy optical mouse, it is just impossible.. :(

     

    Btw, for anyone who looks in bringes sketches into a computer, and who runs windows, check this thing out:

     

    http://www.logitech.com/index.cfm/mice_poi...08&cl=us,en

     

    (There is another manufacturer but I forgot the name)

     

    You write on special paper (a bit more expensive, tho) and the pen digitzes as you draw. It has a small camera that sees special dots on the paper, enabling the pen to "know" exactly where on the paper it is.

     

    It works really cool, I love it, unfortunately it is Windows only - stupid Logitech :angry:

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