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Everything posted by Baddcog

  1. Pretty good recreation. While really tall stuff looks cool I just find the proportions of the scene to be slightly ridiculous. Would like to see it in a much more realistic scale.
  2. ^ anyone else have opinions on that before i get too far ========= I see where you're coming from, it's a legitimate point. I personally like the pronounced bevel on the edges. Might not be 'historically correct' but it looks good in game. I can make it really small but almost seems like a waste of tris then. (and if I do it in a normal map for the high poly it also interferes with easy of skinning - instead of using stones normal it needs a specific one for high and low, and different rock textures, etc..) If I make a texture specifically to show the cracks (and no geometry) then
  3. alright, it's up in the svn folder darkmod/models/mapobjects/cagelight/cagelight.ase Shows up right next to the doom3 .lwo version. I guess when the lwo is removed it will override, not sure how to check. ----- I guess now it also needs an entity and skins. We have a green metal that matches and a dark glass for unlit so...
  4. made the cage light in DR. Should I put it in darkmod/models/map objects? or models/mapobjects?
  5. anyone else tired of pillars? I am. Started over on the pillars to try and get the dialed in good. Decided to go with sharp edges for the normals, makes it much easier to swap and get a consistant look then the soft edges. Also looks better i think. Only have the huge pillar redone, think I'll stick to 3 sizes not 4. This pic shows (right to left) High pillar (normal map is stone textures normals) up close, 350 units, then 750 units. Swap at 750 to the mid detail (normal map version - lower shadow and coll, 16 sided), then at 1250 the lowest res swaps in (8 sided) High is 2040 tris
  6. Well, that pic is completely random, are those correct room sizes? light volumes, etc...? We have a lot of indoor type maps and they all seem to perform pretty well, and i don't think any of the authors compromised on lighting too much. It's just something you have to work with a bit to get best perf. Maybe slide a torch down the wall a couple units, cut up a brush somehow so it's tris are smaller... But that stuff only if you are starting to see a big drop in perf.
  7. You could probably script lights to turn off at a distance, or by triggers so if you know the player will never see the actual light from a source it will turn off. probably more trouble than it's worth. And probably only worth doing a few lights if they really need it. Could get pretty complicated having tons of triggers around. Also that pic above is 'wrong'. Lights appear to have a radius because of the shader textures on them. But all lights are square so they'd actually overlap more than that. ------- Even if you leave a portal area the lights are still on, while they may not be ca
  8. It probably has less to do with 'not being part of TDM Universe' and more with 'possible copywrite infringement issues' Baffords/Duffords... That's not my call, it's my guess ---- There's warnings on the wiki about that... if it's possible infringment on an ip it's possible the mod could take heat, thus the mod can't 'officially support' it. Thus not in the DL list or wiki.
  9. Well, the impact comes into play more with the menu settings imo. the model has to switch at a fairly good distance to not notice the 'pop' anyway. So most likely the LOD useage is more because someone has a slow system and chooses 'low' in the menu, or they have a really good system and they choose 'highest' which would never switch to a lower model. ---- But that said, in my test between my machines lod would be thus: High End PC : i would always be 'in room #3' and still be getting 45-60 FPS and best details. On my laptop i would be in room #2 and be seeing the medium detail models an
  10. (i was writing this at the same time nbohr1more was writing his post so...) true the highest hit to performance is shadowcasting tris/multiple lights per tri. but again, the more detail you put in the more impact it has. So where ever we can save is good. This isn't only about Skyrim vistas though. it's about performance scaling for all users to give them the best visuals on their machine. it really is more about the system detail settings than distance imo. Of course they are tied into the same system. ------------- Not really scientific but I did a test here... I made a map wit
  11. You can definitely see the indentations up close on the high poly models. The round ones look a bit flat. it's really not a huge thing. But now with an i5 processor and TDM running so smoothly I would like to see the best details possible. But I don't want lower end users to suffer either, that doesn't help TDM. And since we have a system that works best for both users I think we need to use it.
  12. Well, random placement is SEED, which is tied into LOD. Yes LOD is basically high level up close and low further away. But also changes due to menu detail settings (lower for lower end users) That's what I am afraid of. (my posts above explain), but we need it to be second nature for mappers IMO. ======= And hopefully my posts are neutral enough. just trying to find the best option for TDM/mappers, personal bias aside.
  13. Sorry for spamming posts but I think these things need to be easier to find ============ So a question for mappers on finding them: Is the current local bad.: models/misc/lod/architecture/pillars (standard model directory under lod). IMO this hides them out of sight/out of mind. whereas models/architecture/pillars models/architecture/pillars/lod would show you when browsing for models that the pillar you are using MIGHT have an lod entity/models. At which point you can look and see (if there are no LOD models there won't be an lod folder in said directory). If it does you can crea
  14. Yes but now you're talking variety. That's more models + lod's. I was thinking about adding more branches to my pine tree models so they would be fuller and look better up close/on high settings. But this harkens back to the original problem: 1: I either rename so the higher poly models would replace the existing ones (making existing maps look better, but taking a possible slight hit in perf ... they will have the same shadow meshes) and use the existing ones as low detail replacements (would only be seen in new maps that use an entity). 2: I do the work, stick them in a folder wher
  15. In my opinion the main issue is that they are no longer models, but entities. So when decorating a scene who thinks of using an entiy? If it's a light, sure. But if it's a pillar... just a static object that doesn't appear to 'do' anything. And seeing as how few of them there are it seems they'll only be used because someone knows that particular model is optimized.
  16. added... True, they are great for high detail scenes. Large spaces, etc... BUT, that is NOT the main point of them anyway. The main point is that you can use the entity instead of a model. And when a user has their settings on HIGH, then they see the highest poly models up close no matter what. If they have the details set on medium then they see highest up close ( but the details will drop at distance). If they have settings on low they will never see the highest poly models for performance on lower end systems. If you just use models you either use a medium detail and nobody ever see
  17. Some people can't be convinced that TDM is a good thing. The more you try the harder they fight it, why bother. I wish more people would jump on TDM but we've got a pretty good list of FM's already.
  18. Basically I'm curious who is aware of LOD models in TDM. If you guys realize we have them. If so, do you use them? Do you know where they are? Can we find a better way to manage them so authors can use them easily?
  19. Well yeah, all the models on the left and on the ground are normal map bumps only (One is even same tex on a patch). maybe a little flat up close but still really not that bad. But we have an LOD system and the high polys (with a normal) up close look pretty damn good (still using the low polys shadow mesh). But I had to tone down the normals for that one so the LOD 'pop' wasn't as noticeable. I think it always will be to a degree but that's LOD for ya. Authors can still choose a static model so that doesn't happen. Hate to include too many normal maps because of bloat, with normals sti
  20. OK, so messing with the high poly a bit and not really getting what I want. far right is the high poly model with the stone normals (no rib normals). Shading on a plain model is pretty bad. if i beveled all the edges more it might look pretty decent but would double and already hi poly count. Second from right is LOD version. using the high WITH normals. third is the high WITH normals. Having the geometry and the normals baked from it makes pretty strong shadows, and they have a noticeable pop even at a long distance with the LOD. ------ I guess an option is having a toned down norm
  21. Spring, could you rename or add to the name of the thread (Level of Detail)? I tried searching lod but search function... --------------------- Anyway, it's almost impossible to trace down any conversations on this subject. Recent mapping/modelling has made me (re) aware of issues with LOD in TDM. 1: I seem to have put the medium LOD stage of my wrought iron hanger in models. Then the high and low versions in the LOD folder for the entity. Recently I had placed it in my map as a model and was wondering why i wasn't seeing the change in game. DERP. Also wondering why it seemed lower poly
  22. I was planning on making one piece that was broken off somewhat and probably one broke into 3 shards. I figure that would be enough for authors to mix it up. (remember each piece has to have 4 sizes - and that's not if I do higher and lower poly LOD's- then we're talking 8-12 models each piece). Of course the high poly models can just use the base textures normals because the model I used to bake the shape will be in game. So these are basically the medium res (I suppose most people will see) or at a distance for high end players. And any texture can be used as a skin. The issue with normal
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