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peter_spy

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Everything posted by peter_spy

  1. You perfectly nailed T2 style with that briefing convo, even if it feels like a parody here and there
  2. IIRC models like barrels aren't optimized, so that western pack might be worth checking. Although if it was made for modern engine in mind, it probably has even more tris.
  3. There was a T2 mission quite recently, with coughing and fadeouts until you've found the cure. It was super annoying. (Wasn't it a part of Godbreaker campaign?)
  4. Cool, looks like TDM just got its Blood Dragon spinoff. Moar lazers!
  5. Yup, and it's pretty clear and simple, which is especially important when you're starting out.
  6. Yup, I have the setup above basically from the beginning, as it's much more convenient. That video is slightly outdated but that's how I configured my mission folder: Also, you don't need two TDM installs, more like two game shortcuts. The one I have for testing has +set fs_currentfm command in it, and the one for playing other FMs doesn't, that's it.
  7. It looks like you have an integrated on-board graphics card with just 256 MB of vram. I suspect that might be a problem.
  8. You can, just click the horizontal line between the model path and the gray area, then drag it down.
  9. This one's good, in the example above you had diffusemap textures/darkmod/wood/panels/persian_wall_tileable { blend diffuseMap map textures/darkmod/wood/panels/persian_wall_tileable alphaTest 0.5 }That's diffuse map stage repeated twice. You don't the next two stages either, unless you need this to be frobbed ofc.
  10. AFAIK you don't need anything more than a tga with alpha channel and this in the diffuse stage: { blend diffusemap map [path to your texture with alpha here] alphatest 0.75 // Transparency threshold } bumpmap specularmap } // TDM Ambient Method Related, etc. Edit: it seems like you have diffuse declared twice in your material, once in a diffusemap shortcut, and then once more with alpha test.
  11. I can make you one in my spare time, but it will use custom textures/material. The model you posted has dimensions of 88 x 88 x 2, is that what you need?
  12. You can get rid of the vertices for .ase format too, you just have to weld them, (at least that's how it works in 3dsmax). The format itself doesn't matter, it's how you build models. The more important thing is, even if you go down with tris to, let's say, 5k, it still doesn't make much sense as a secondary decoration model.
  13. You can use the trick I learned here to get some illusion of depth. It's not perfect, and it will add another transparent layer, but it's still more reasonable than having a full physical model: https://youtu.be/_NmqRTAcBFM?t=8m10s
  14. If you want to do this efficiently, make the pattern on alpha texture. If you want it to cast shadows, maybe use a spot light with that pattern in the material. Even the modern games like DH2 use these on alphas, although they can cast proper shadows without any special tricks.
  15. Engines like UE3 and newer don't use portals at all, they all rely on automatic culling and LODs. Since they use static lighting and lightmaps, they're much more forgiving in terms of perfomance, but you have to be careful about your models, because they act as occluders. That means e.g. one mistake, like a small space or hole in your wall model, or improper placement, will cause the whole location behind it to be rendered.
  16. If I have more than 3000-3500 drawcalls on either of my machines, the FPS goes down, regardless of the tris or shadow count, I guess it clogs down the graphic pipeline. With DCs over 4500, I could probably make scrambled eggs on my CPU
  17. So basically it works like in other engines. In UE2, back when it had ZonePortals, I saw similar behavior, especially while working on a nature/pagan setting. At some angles, grass and vegetation meshes were popping in gradually, based both on player FOV and the ZP placement. You could also adjust how aggressive portals were in terms of cutting stuff off.
  18. I think Rich said once that brushes perform some culling as well. Plus stats for drawcalls and tris change a lot and all the time, when you move and look around, even without visportals.
  19. And, you can always crash one somewhere in the level to show off that goodness underneath I'd love to see it textured and in real-time.
  20. That's tons of good HP work. Will those pipes and tanks/batteries at the bottom be ever visible to the player though?
  21. A the bottom of the page you have the Change Theme option. Choose the IP.Board Default, and the forum should be more readable on your screen.
  22. IP.Board Default isn't contrasty enough? (black on white)
  23. That's from my tutorial for the snow material for TDS, but I don't remember whether crouching footsteps actually worked. Not that it's important anymore
  24. You live in Gdansk, Arcturus? I guess you have tons of good reference material there
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