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peter_spy

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Posts posted by peter_spy

  1. Yup, it would cast both types of shadows.

    In terms of performance, it always depends on how you execute it. But in terms of geometry, the engine seem to be able to handle a few millions of tris per scene, if you keep other factors (like drawcalls) low. Clever LODing should do the trick here.

  2. That's frame-by-frame image animation, he uses 99 frames per grass piece and these are 2k to 4k textures(!). The resolution alone is insane for a grass piece, not to mention flipping between 99 textures of such resolution. There's no point in recreating that approach unless you want your computer to explode. Frankly, it's a miracle that NewDark is able to run this thing at all.

    • Like 1
  3. That grass demo is the worst approach you could take, as it's a frame by frame animation; it uses max limit of the T2 engine (99 frames) and runs like crap even on decent systems. Not that Gecko was ever known for subtle solutions...

  4. I think the grass movement in the original grass demo was more generic, and as such didn't attract that much attention (which is good). In the examples above you can see the whole card is bent, and it's pretty evident that all blades of grass are bending in the same direction. That effect might be useful though, if you want to simulate the grass reacting to a character going through it.

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  5. To create these mods, it seems so, but not to play them.

    Quote

    NVIDIA RTX Remix requires a GeForce RTX GPU to create RTX Mods, while mods built using Remix should be compatible with any hardware that can run Vulkan ray-traced games.

     

  6. 👍🏻 if toned down slightly, that could be a mural of some sort, nice!

    By the way, while I was experimenting with current paintings-as-loot entity system, I noticed a couple of things. It seems like it always needs a second model for an empty frame entityDef. You can't use the base model with "stolen" skin. Examples from Loot entityDef seem to confirm that. The second model can even use different skin, but you can't use the same model for base painting and empty frame, by just switching skins. It's a bit of resource waste, two models instead of one, but ideally both solutions could be supported, IMO.

  7. It sure does! :D  But strangely, I found that stuff like that is everywhere in video games and it works for me as well. It's gross oversimplification, to the point of looking utterly silly, but somehow it gets the job done. I guess this one just screams "you've already stolen this!" at you, and you can see it from quite afar.

    • Like 1
  8. Yeah, the painting itself is fairly reflective. I've been experimenting with things on normalmap, but adding patterns there turned out to be quite distracting.

      

    19 minutes ago, Jetrell said:

    Edit: I took a better look at the image and I now see that it does have paint strokes. I'm guess the gloss effect is from the game?

    No no, you're right, there is a fair bit of specularity thrown in  there. There are some things on specular, like dust bits, and a subtle stuff on normalmap to make the painting look as if there are paint layers. I tried some brush strokes as well, but it seemed a bit much ;)

    serioustonipaintings-2022-11-30-17-17-34

    • Like 1
  9. On 11/21/2022 at 6:27 PM, Wellingtoncrab said:

    Different denominations of Imperial currency on a single material. Some ways to go finishing the pack, but when it’s done it will be made available for all mappers to use and the assets will be CC0:

    coins5.jpg

    Very nice, gives me the Dishonored 1 vibes, although with higher res textures :)

    Did you design these, using 3d elements baked into textures, or did some good old photo-bashing?

  10. 16 hours ago, Springheel said:

    I remember the last time someone made this claim, someone else posted a video showing that you could actually walk behind AI without alerting them on most floor types.

    You can crouch and creep right behind stationary AI and blackjack them, even on tiled floor. But I discovered that through my mapping experiments, not by playing missions. I it seems like noone bothered to teach players this.

  11. 12 hours ago, Springheel said:

    The problem with new, high poly assets like this is that they make our older assets, including the AI, look like crap by comparison.

    They do look like crap anyway, just because of how much time have passed. But that's okay, you did what you could, with knowledge and tools that were available to you back then.

    Does that mean though, that any efforts to bring better assets to the table should be discouraged?

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