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Posts posted by Baal
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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.
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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.
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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?
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I would prefer not having any effects to show you that something is important and do that through the object itself (texture and model).
But a lot of such effects are possible with shaders and material definitions.
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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?
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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.
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Thank you, I have to look into that.
I don't have that much time to search through the SDK so could somebody give me a hint where to look for things concerning the interface to the renderer and maybe gamecode using it?
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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.
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I am now.Are you subscribed to the DarkRadiant SVN mailer?What's the best way to send you patches? I can't upload files (except images) to the forum.
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Yes, it works.
And another thing: there are no libboost_python-vc80 files and I can't build them on Windows 2K (because of an annoying command line length limitation). I'm beginning to think about upgrading.
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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; //....
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I uploaded the files to my folder in the betamapper repository (I can't upload them here).
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Yes, I can do that. They already work on windows with the Microsoft compiler but they need tweaking.Well, if you're willing to maintain the files, I can create a folder in the darkradiant/tools/ directory in SVN.
I can manually change the version number of the project files and open them with VC 2005 but I wanted to try codeblocks.Apart from that, I think you can also downgrade VC++ 2008 solution files to VC++ 2005, can't you? -
Instead of starting a new thread I post that here:
I have made code::blocks project files for the editor as I ran into problems with Win2K (VS 2008 doesn't support it. Surprise!)
They are pretty basic and I'm not sure if everything is set up right but maybe someone finds them usefull.
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The shadow at the end of a brightly lit marmor hallway is more appropriate here.The light at the end of the dark tunnel comes closer every day. -
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.
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It looks like the one from this concept art (by god_is_my_goldfish).
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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.
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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.
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Whats the error message (on the console)?
Did you seal your map with 6 big walls around the whole?
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I'm still working on that frob highlight shader I mentioned some time ago. That could also help with the issue (if I can get it to work without source code modifications).
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You should delete the big brushes around the map. They cause a lot of unnecessary space and geometry. Seal the streets off with skyportal brushes instead.
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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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Nice.
Some small things I noticed:
The texture on the railing in the second screenshot absolutely doesn't fit its architecture.
The brick texture could be scaled a little smaller.
And to keep it from getting repetitive you can divide the facades of the buildings so that they aren't just flat walls with windows on them.
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
What error message does dmap print to the console?