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peter_spy last won the day on January 15

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About peter_spy

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    Central Europe
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    Photography, 3d modeling, level design

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  1. Nah, it's not the problem of TDM not having alpha planes; it's just that it won't or doesn't need to have too many of them, even with the shadow maps implemented. That's because for surfaces that are close to the player you will use geometry anyway. And you don't need super complex geometry either, as e.g. for iron fences you can fake details and soft edges with normalmaps. As for grass and bushes on alpha planes, this is another dead end due to massive performance problems caused by overdraw. It's actually cheaper to make leaves on simple polygons than to have a whole area made of transparent cards; this is a thing known for many years now in realtime rendering. I'd rather say that soft shadows, when done right with proper optimisation, will be just more beneficial in general for all the stuff that's already being done by stencil shadows, not because the added benefits are so important.
  2. It's not only with search engines, they do it with their default system system apps too. E.g. I'm used to the good old IrfanView for image browsing and some basic quick editing, but every now and then win10 sends me a message that Irfan "crashes too often" and it had to be replaced by the system app for image files. Yeah, right.
  3. Not that I'm defending stencil shadows too much, but IMO alpha shadows are not as groundbreaking as they seem to, at least in TDM context. It's not like you'll be doing modern chain link fences with lights behind them. And for stuff like windows you can use actual geometry, the engine will take it just fine, as long as you don't go overboard with something (lights, materials, etc.).
  4. 8192, to be precise. 1/8th of the former Thief Deadly Shadows limit, although we don't have to worry about managing that stuff too much. Only what's spawned is what counts.
  5. Which foglight do you use? I typically use delta1_fog for both skybox and playable area. Also remember to declare a value in shaderParm3 property (Doom units) to define where the fog ends. Typically I use large values, like 3200.
  6. About that white wall, I think that the material tiles too often. Either break it up with more details on geometry, or decrease texture scaling.
  7. I can only guess that's because we need more efficient method for cascading / splitting shadow maps, not sure how it's done now. To the end user the shadow type doesn't matter, as long as it looks good. It makes a difference for asset makers though, as stencil shadows are cast from the back faces, while shadow maps are cast from the front faces. That influences model building techniques and optimisation tricks.
  8. Maybe it's something with older users' migration to newer version of the forums? At least that's the first thing I'd look for. Edit: btw. I can't change profile picture either.
  9. The wall / window piece is now complete:
  10. I think so, IIRC engine devs would like to switch to shadow maps as primary method of rendering shadows in the future.
  11. Actually, looking by the MSI Afterburner stats, current TDM soft shadow implementation eats up a lot of GPU performance, not only GPU memory. At this point stencil shadows with soft shadows option are more performance efficient than shadow maps with decent quality/resolution.
  12. Stencil shadows is the original shadowing method used in the engine. Shadow maps were implemented by TDM team quite recently. Both types have their advantages and disadvantages.
  13. You can e.g.: https://quixel.com/megascans/library/collections/nature/CastleRuins
  14. I've played this for a few hours. The game looks beautiful, especially for a fairly small dev team. It looks like object and material libraries like Quixel can be of huge help when you don't have a AAA studio. And I'd love to see at least a few of these objects in TDM The story and setting are interesting, although nothing game-breaking so far. As for gameplay, it's... very gamey. While the environments look very organic, the movement, player abilities, and key item placement feel rather rigid. Btw. if you don't plan to use a gamepad, you're in for quite worse experience. M+KB controls are awfully stiff.
  15. Iron trees? Not in my part of... oh. Great stuff buy the way
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