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peter_spy

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Everything posted by peter_spy

  1. One important thing is, that these are postprocess effects, so while you can have e.g. better contrast and lights will look like they're stronger, but the lightgem won't react to it. I always design my textures, materials, and lights with postprocess effects set to off, and so should you
  2. It's more like educational material. How the stuff gets made in games today. How modular sets and materials work, etc. It's more for modellers than mappers, but if there was a separarate thread for modeling, I'm pretty sure there will be only me, Spring, and Epi talking to each other Although I must say, while I'm all for nice shiny stuff, the AAA is where it gets a bit ridiculous. If you see the description, that guy wasn't even making all that stuff from scratch, sometimes he just did materials. Even if I had guaranteed basic income and didn't have to work, I'd never get to that kind of quality by working alone. AAA attention to detail is insane, just look at the coins. I beat Dishonored 2 and the DLC, I don't even remember how they looked like, except for the shape.
  3. Don't know that the issue is, but if you have e.g. music or UI sound fx that should have no EFX reverb, but they do, then yes. My initial idea was to exclude all "sfx game" and "ambience zoned" stuff from EFX, and leave "ambience" in, if mappers would like to have make music in the game world as well.
  4. 10 x yes! Now we can start testing and excluding sounds to decide which approach is most suitable.
  5. Well, this is basically Dishonored 2 asset porn: https://www.artstation.com/nini_gombino Tons of highest quality stuff here.
  6. Ha, I was looking for it in keyboard shortcuts, thanks Obs
  7. Is there a hotkey / command in DR I can use to jump to a selected entity in perspective view? E.g. I got something selected in 2D view, but I have the camera far away, and I want to see the object in perspective view quickly.
  8. I haven't finished Limbo, I remember the puzzle design had a "nasty dungeon master syndrome". I felt punished for something I couldn't know more often than not. Inside is nowhere like that. It's much more organic, refined, and seamless experience, not just a platformer with puzzles. If you have a thing for Half Life 2 aesthetics, you'll love it. The weird, uncomfortable ending alone is worth it.
  9. Yup, it a good game, but a one time experience. 3-4 hours max, no replayability.
  10. Lately, I was searching the wiki to see if there's any way to tweak Bloom settings a bit more, and I found this page: http://wiki.thedarkmod.com/index.php?title=Advanced_TDM_Visuals_Tweaking All the cvars described there can be put in your autoexec.cfg, so you can use them in your map, but you can also bind them to keys or paste in console to tweak settings in real time. All variables are interdependent, and apart from bloom strength and settings you can tweak things like image contrast. There's even a kind of depth of field effect, but it's not camera-dependent, i.e. you can either make lit areas or shadows blurry. It's kind of weird, but maybe it could be useful in some cases. Example settings: TDS-like milky bloom: r_postprocess_bloomIntensity 2 r_postprocess_brightPassThreshold .2 r_postprocess_brightPassOffset 2 r_postprocess_colorCurveBias .4 r_postprocess_colorCorrection 0 r_postprocess_colorCorrectBias 0 High-contrast image: r_postprocess_bloomIntensity 0 r_postprocess_brightPassThreshold 0 r_postprocess_brightPassOffset 0 r_postprocess_colorCurveBias 1.4 r_postprocess_colorCorrection 10 r_postprocess_colorCorrectBias 1 Me playing without glasses: r_postprocess_bloomIntensity 1 r_postprocess_brightPassThreshold 0 r_postprocess_brightPassOffset 1 r_postprocess_colorCurveBias 0 r_postprocess_colorCorrection 0 r_postprocess_colorCorrectBias 1 Light-based DOF: r_postprocess_bloomIntensity 1 r_postprocess_brightPassThreshold 0 r_postprocess_brightPassOffset 1 r_postprocess_colorCurveBias 2 r_postprocess_colorCorrection 1 r_postprocess_colorCorrectBias 0 I hope you'll come up with some other uses as well
  11. Dmap works, low quality soft shadows actually look quite nice, and there's no Extreme option. Thank you!
  12. I thought that, since DCs are part of CPU -> GPU pipeline, that's the weakest link in any system. In my tests I could have something like 230k shadow tris in one scene. Recommended is, as you say 80-100k, so that might scale with GPU / better drivers? But max DC was always around 3k–3,5k for me, regardless of other values.
  13. I think that's kind of specific to your machine, Spring. Or to mine. My shadow range can differ from scene to scene, but DCs have to be more or less on the same level. +1
  14. Speaking about performance, and this is probably a question to our lovely programmers: what actually prevents us from having more drawcalls per scene available? Engine limitations? OpenGL API? Other? I can have around 3000-4000 DCs on my system, before FPS starts to go down. To put this in some perspective, in 3dmark API overhead test I got to around 35 000 drawcalls, in single-threaded DX11, before FPS dropped below 60. That's 10x more. Is there any way to get more from our hardware?
  15. If you don't have any portals yet, or if the fps dip is be around 10 fps, then sure. But that approach kind of never works in the long run. You'll get to a point where you'd have to delete lights and models, and thus decrease visual quality of your scene. You will be very reluctant to do so. It kind of already happened with Briarwood Manor, so you already know how it's like. There's a good lesson from industry veterans on that, which comes down to "always playable, always at performance" motto. Nobody asks you to employ the whole LEAN process in your level design, but a lot of these points are actually super-helpful, even with small projects like fan missions: https://youtu.be/WClXGuRQCjA?t=11m5s
  16. I just used word "bloom" in wiki search, otherwise I wouldn't find that page
  17. Hey, he seems to have one light per 3 lanterns for houses in the background, at least I hope that's what it is
  18. For now I've looked into these cvars, and not only did I get several bloom looks, but also some crude DOF: http://wiki.thedarkmod.com/index.php?title=Advanced_TDM_Visuals_Tweaking I'll probably make another thread for it, as it might be interesting for other mappers.
  19. This has been a problem for several versions now, so maybe it should belong to the wishlist thread, but... The render preview in DR hasn't been terribly useful, but with fog lights in your level it's completely borked. If fog lights could be ignored in the render preview window, you could at least use it to place normal lights and adjust their radius before jumping to the game to test them:
  20. Yeah, looking at these assets, I don't believe they stopped using normalmaps But I kind of agree that it's better to develop painting skills than to use Substance.
  21. Great, can you point me to some info on how to start doing that? I'd like to experiment with that option. Edit: I just found about global0 and global1, that should be it. http://wiki.thedarkmod.com/index.php?title=List_of_global_variables Will test that later.
  22. Something has changed, and from the look of it, it's something like "bloom threshold" value. Not sure if there is anything like that in the engine, but it would be cool to have such options to tweak (by mappers rather than players, IMO). DX9 Unreal Engine has basically 2 values for that, bloom scale and bloom threshold: Bloom scale 3, bloom threshold 0: Bloom scale 3, bloom threshold 0,3, something like we have now in 2.06:
  23. While the game is supposed to run on Unreal Engine 4, textures and assets look quite on par with what TDM can offer. Some nice inspirations here: https://80.lv/articles/building-environments-for-adventure-games/
  24. Stil, l that's another brush or model, and another material, so more triangles and drawcalls.
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