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Baal

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Posts posted by Baal

  1. I wouldn't try that with the doom engine. It's not really suited for big open outdoor areas. If you know what you're doing and with some tricks it could be possible but, as a beginner, you should start much, much smaller. ;)

  2. The Requiem: Avenging Angel Mod (Quake 4) has released all its textures to the community:

    Requiem - Avenging Angel - texture pack

     

    There are some brick, stone and maybe metal textures that could be used. It's nearly a gigabyte (uncompressed) of textures so I have only peeked at some of them.

     

    Edit: I have looked through the pack and tried some that could potentially fit into the setting in-game. I must say they're not up to the standards.

  3. brutal memory usage. I know mem is cheap those days, yet if 1 gb ram plus 256 mb video ram (my config) is not enough for a standard map and still causes heavy swapping, something isn't right.

    I'm running this on a very old system. 1 Gb RAM and 128 Mb video RAM. Apart from long initial loading times and low framerates in complex scenes it runs very smoothly. That may be due to lower memory consumption of Win2K. Do you have doom3 ultra quality mode enabled?

  4. Yes, that was a custom .vfp shader. I just set a vertex parameter to a constant light vector in the material definition.

     

    For the specular lighting you need the eye and light vectors and the tangent space transformation matrix (if I got that right). Is this accessible through the environment variables from a custom shader?

  5. Cool, that's how I imagined it. At least the idea was mine. :)

     

    @rebb: I'm curious. Can you do that effect without SDK modifications? If I'm not mistaken you need to access some render state data in the shader and I didn't know how to do that.

  6. I didn't get to this for a while now and I don't know how to do the specular lighting of the highlighted object yet. I'm not sure if it's possible through custom shaders but maybe the doom renderer can be used.

    Is it possible to create a light that affects only the frobbed object? If somebody who knows the SDK could point me in the right direction that would be helpful.

  7. There is a little problem in "libs\parser\DefBlockTokeniser.h".

    "BlockTokeniser" is used as a class name and a typedef identifier. I can't compile this with the older Microsoft compilers. The typdef should use another name.

     

    template<typename ContainerT>
       class BasicDefBlockTokeniser : 
    	   public BlockTokeniser
       {
    	   // Internal Boost tokenizer and its iterator
    	   typedef boost::tokenizer<DefBlockTokeniserFunc, 
    								 std::string::const_iterator, 
    								 BlockTokeniser::Block> BlockTokeniser;
    
    	   BlockTokeniser _tok;
    	   BlockTokeniser::iterator _tokIter;
    
    	   //....

  8. Well, if you're willing to maintain the files, I can create a folder in the darkradiant/tools/ directory in SVN.
    Yes, I can do that. They already work on windows with the Microsoft compiler but they need tweaking.

     

    Apart from that, I think you can also downgrade VC++ 2008 solution files to VC++ 2005, can't you?
    I can manually change the version number of the project files and open them with VC 2005 but I wanted to try codeblocks.
  9. I wouldn't add any new areas to it but it's not really finished yet. You can start a better, bigger map but you should take care of the problems in this one first (performance is the first that comes to mind).

    Remember: the goal is to get it in a state suitable for a public release.

     

    I suggest you open a thread in the private forums under say Level Editing forum for any specific questions relating to well, any help really.

     

    And welcome aboard. :)

  10. Building a big box around the map is good for testing while building but it shouldn't be in the final map. You can seal your marketplace by placing skyportal brushes on top of the outer walls and one on top of these. Think of the place as a big room; skyportals are as solid as normal brushes they just look like open sky.

     

    You can also use monsterclip brushes to close an area only for AI (they don't seal against the void though). This will simplify AI path finding (but doesn't block the player) which is likely the cause of the crash.

  11. I just tried it and it's very good. The layout is interesting, it looks nice and it's fun to sneak through the backyards and alleys.

     

    There are some things that need to be adressed though.

     

    1. The way you set up the skyportals is not what I meant earlier. The map is still enclosed in a big room, which is not the best way to do it. The backside of the surrounding walls and houses (that the player will never see) will not be optimized away by dmap because they aren't in the void. This will also make pathfinding more complex than it needs to be.

     

    2. Some visportals are not set up the right way. You can check that with r_showportals. The big portal in the starting area, for example, is not fully surrounded by solid brushes and does not work.

    To make an area a separate vis area it has to be completely "airtight" (with all portals leading outisde considered closed).

     

    3. Doors and windows also need portals. It's better for performance and necessary for sound propagation. The first guard (with the torch) hears you straight through the wall because the window has no visportal.

     

    But, as Fidcal said, we can help you with that. :)

  12. That was cool. I really like the thieves hideout. And performance was good too.

    But I think it needs more visportals for better sound propagation. If you don't set them up right AI could hear you when you don't expect it, through a thick wall for example. Read the wiki article about sound propagation.

    The street area should be visportaled too because performance (and sound) will become a problem when it grows bigger.

     

    Keep working on it. It's very good already.

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