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rebb

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Everything posted by rebb

  1. Strange, normally the driver should be in the software-list called "NVidia Drivers" or similar. At least it shows up there in Windows 2000/XP. The first Screen in Driver Sweeper just shows you a list of options, the ATI Drivers happen to be on top of the list. After you uninstalled the driver and are in safe-mode, you can check the "NVidia Display" checkbox here, then click on "Analyse" and after it's done on "Clean".
  2. Also make sure that you do driver uninstalling "properly". Meaning uninstall them, then reboot into safe-mode to use something like Driver-Sweeper to get rid of the remaining files, then boot again normally to do the installation of the new driver.
  3. The very latest drivers are not always the "best". One example for that is the official NVidia Drivers that caused people's graphics-cards to overheat in droves. I usually ( when thinking about updating the drivers ) read the forums on guru3d.com to see whether a more recent driver is getting good "reviews" there, or if it makes problems.
  4. It should just be a matter of using File->Import and importing another File that has a Table Mesh in it. Or build a mock one from some cylinders/boxes. Animation Mode just changes the currently visible Set of Menus to Animation-centric ones - if by Animation Mode you mean "Animation" in the Top-Left Dropdown of the Main UI.
  5. The specular problem sounds odd indeed. Are you keeping the material setup closely to the texture-blending materials found in vanilla Doom3 ? ( for example textures/rock/rock03_skysand1 in rock.mtr ) Maybe you can post your current material setup here so it's a bit easier for others to check for possible errors. Or is it on the SVN already ?
  6. Did you try playing around with the Standard/Fast Ambient and Rendering settings in the Graphics Options Menu ? Maybe it helps.
  7. That looks positively scary . I guess its mainly done with the translucent keyword ? Maybe the material could get a special "ghost spectrum" assigned so the mapper can ( or has to, depending on how you want to look at it ) place special "ghost lights" using the same spectrum value - which would only illuminate this material. That way ghosts could be showing up even in unlit areas.
  8. Any Mapper who is working with the Doom3 Engine should really really know about www.iddevnet.com and it's content, specifically http://www.iddevnet......./visportals. php andhttp://www.iddevnet....tor_Performance ( many things there apply to Doom3 as well, altho some of the CVars are only available in Quake4 ) when it comes to optimizing their maps. That site should pretty much be the Bible for anyone doing anything with the Doom3 Engine. This isn't aimed at anyone in particular btw, just a general comment.
  9. Afaik the Engine uses the "light-center" for the shading and shadow-volume creation, and the light-volume itself mainly provides the light-related texture projections. That means you can for example create a fake spotlight using a standard light, by moving the light-center further away ( it can be outside the actual light-volume ).
  10. I just tested it myself with both render settings, and both have screwy rendering going on on this model. It turns out that the reason is the vertex-normals - the LWO Format does not have Vertex-Normal per se, but derives them from the smoothing-settings of the materials. One of those settings was dialed a little too high, causing angles over 90 degrees to be smoothed, which causes the screwy rendering of the wall there. Here's what it looks like with a fixed model. ( High Quality Settings )
  11. Did you try different driver versions ? Sometimes the latest official NVidia Driver isn't necessarily the "best" one. I usually install newer drivers when they get enough good reviews on the guru3d.com forums. But be sure to do the uninstallation of the older driver properly, that can sometimes lead to glitches as well. http://downloads.guru3d.com/Guru3D---Driver-Sweeper-%28Setup%29-download-1655.html ( See the "How to use" for a good way to go about uninstalling the driver )
  12. I think quite a few mouse-vendors allow custom mouse-button assignments using the Control-Panel->Mouse Settings Panel, which would then work the same for every program you use, but i guess you looked into that already .
  13. I remember obihb doing something like this for his Wolfenstein Mod, which sadly seems to be on hold for the time being. http://www.doom3worl...=172744#p172744 He had problems making this react to the player tho.
  14. Dragon Age, for me, is in the category of Games that "sneak up on you and blackjack you over the head". Meaning that i don't particularly care for them while they are in Development or in the whole Hype-Cycle ( i even remember joking about some of the Videos they released for it ) - but after they are released and actually trying them, they prove to be quite the gems.
  15. The current hacks to get soft-shadows going in Doom3 are very harsh on performance, it's not just a 1 FPS hit, more like a ~30%-50% FPS decrease ( depending on the system, for lower end systems it might as well be more ).
  16. Afaik one of the designers from Monkey Island 3 is on the developing team of this, which explains the nice visuals. If only the official new Monkey Island Episodes would have been in this Style
  17. Did you try to import both meshes in one go, select both, select the root-joint, then do the Smooth-Bind ? Maybe the exporter doesn't cope well with multiple skin-cluster nodes.
  18. Took a quick look, it seems something is messed up with the Skeleton and IK Solvers. They don't actually drive the joints for some reason, unlike on the proguard - so they aren't held "in place" when the hip is moved. Edit : I need to type faster, how do i delete a post ?
  19. I might be wrong on this as i haven't looked at the source myself, but doesnt the lightgem use some sort of small scale cubemap render of the surrounding area ? In this case it would pick up any shading around it, including baked lighting on map geometry Edit : Or was it an "inverted" cubemap render of only the lightgem model ? In that case it wouldn't i guess.
  20. This is actually the secret "Spider-Thief" Mode. Spider-Thief, Spider-Thief, does whatever a Spider-Thief does - can he swing from a rope ? Sure he can, he's a Thief, look ooouuut, it's the Spider-Thief.
  21. I think it has to do with parallel lights and doing math-based normalization in the shader - we had a similar problem quite a while ago in internal testing on GF5xxx cards, but it didn't pop up again after changing some things - strange. @Telmarine and Sneaksiedave : Which NVidia Drivers are you guys using atm ?
  22. rebb

    Wolfentein

    I didn't think it was a bad game, its a fun little classic-FPS-gameplay romp, imo. The story might be kind of flat, and the new BJ looks like a douchebag, but its pretty impressive what they did to the old idTech4 Engine with softened shadows ( not perfect, but looks a lot better than super-sharp ones ), Havok Physics etc.
  23. rebb

    Credits Update

    To be honest i hadn't looked at the Credits before, and just assumed its similar to the content of the authors.txt file.
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