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LDAsh

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LDAsh last won the day on October 31 2021

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  1. Great news, it's not crashing on me now! I can also confirm the material stages aren't z-fighting themselves anymore. Detail-mapping and additives now work properly. Reflections, alpha-blends, GUIs, flares and some other things are still broken. Reflections show blue/black checkerboard missing texture, despite that not being the case. Alpha-blends are showing up as white, sometimes harsh black/white, fullbright and opaque. And there's still some "rogue geometry", see the shot below. Some things are showing up as black and I'm not sure why. Some things are working only on certain viewpoints and appear/disappear depending on the view angle, see the shot below. I can't tell if this is the shadows or the lights, such as in the shot of the intro, the light is affected but I don't know if that's because there is some alphatest material blocking it outside somewhere. Anyhow, despite all of this it's a impressive progress and keep up the great work!
  2. Just an indie project and not even settled on an engine yet. Not TDM but definitely sticking with Radiant for environments, so thought it was fine to post some shots in here.
  3. Pillows and pillows of fun.
  4. qer_editorimage? This is ignored by the renderer and only affects how Radiant displays it. Another workaround is to have different MTR files, one that is activated for mapping and then swapped out again for playtesting, which could be done with simple BAT files. There are a few options I can think, for the sake of better editor visibility.
  5. Yeah, this build does fix the "dark maps" I was talking about. I tested again, it took ages to swap the view, but I said "wooooow... aaaand it crashed." But for those few moments, it looked like Doom3 in Radiant. There were these infinitely stretched pieces of geometry flying through everything, that only appear on certain view-angles, I only ever saw that stuff with GPU glitches, like heat-death. Something is very wrong.
  6. Projected lights seem to work fine and cast shadows. I also noticed that the 'common/shadow' materials don't cast shadows. This doesn't explain why maps loaded wholesale seem darker, as if every second light is missing. If anything they should be brighter with more light. I also noticed that alphatested materials cast shadows of their alphas. This is really cool, despite not being engine-accurate? At least, I don't remember vanilla Doom3 being able to do this. Again, it would explain brighter results, not darker. 'No_diffuse' flag on lights doesn't seem to work, nor does 'no_specular' or 'parallel', but I don't recall ever using those anyway. It's possible that parallel lights were used a lot and they are now just rendering as projected lights and not "filling-out" as much as they otherwise would? Just a guess. I think someone who is very intimate with TDM is going to need to do A-B comparison tests with this. I used Doom3 and by now I'm even a bit fuzzy on how that's supposed to look, given that it came out nearly 20 years ago now.
  7. This is really exciting. I gave it a decent whirl and noticed that only some lights seem to work, or lights aren't as big as in-game. I tested this on Doom3 marscity1 and it's not as bright as it should be. I also noticed that any material with a filter stage or additive stage will z-fight with itself, although filters and adds seem to render well on their own. Cubemap reflections seem completely absent. Alphatest works fine but alphablend seems always broken. I did try it with latest TDM to be sure, and while I'm not as familiar,. it did seem to display the same behaviour. This was on a GTX660.
  8. Shhh, don't tell anyone I found this here:- https://www.moddb.com/games/chasm-the-rift/downloads/chasm-portable
  9. I remember ~10+ years ago when everyone was saying everything would be made out of voxels by now. By and large, realtime 3D "local" graphics are still done the same way, with triangles and textures. For the AAA latest big titles, they all are. I can see how this might be a thing for streaming, one day, if and when that even becomes mainstream enough - I don't see it ever keeping up with what a local system is capable of, those hardware bottlenecks never quite seem to become a dealbreaker. When streaming finally hits a stable clean 1080p, everyone will be well beyond 4K locally, and so on. Having literally millions and millions of triangles (half a billion?) for one piece of scenery, and 32/65K+ textures on everything, even if it were possible to magically render all of that at decent framerates, where is all of this data stored? How much data would that be? 100TB? It's funny how gamers whine even now with games easily hitting the 100GB install size and current-gen consoles launching with 500GB storage as standard. Those sizes are an order of magnitude higher than previous gen, but not exactly providing the jaw-dropping visuals everyone has come to expect from a leap forward on paper. I still see sloppy texels in modern games. Even if you could heavily compress all of that (source) data and uncompress on-the-fly by requiring a thorough thrashing of the latest (huge and fast) SSDs, that seems to me to equate to just replacing one set of overheads with another. Still, it's really interesting and I look forward to learning more about it and seeing it in action, with something more dynamic and destructible.
  10. Great, that works fine now. Thanks for still supporting Win7. A shame about Python falling off already but eh, times they are a changin'. Anyway, I've played with the build for about an hour, mostly with the texturing stuff and I can't say I've found any issues yet. Great work! Your efforts are really appreciated.
  11. Sadly, I'm getting an error on startup with this latest version. Error ModuleRegistry: Module doesn't exist: ScriptingSystem And then DR crashes. I tried after deleting the "AppData\Roaming\DarkRadiant" to start fresh and that didn't make a difference. 2.13.0 worked fine.
  12. You can easily take the reflection texture (rfl) and drain the luminance out of it to create an alpha channel for the diffuse, if you want a simple transparent blend. If you mean 'casting filtered light through the glass' in a literal way - not in these engines. However, you can fake that by using a lightshader with the luminance (lmn) texture casting through it. There are a few approaches one could take to cheat this effect. A more sophisticated engine is required to literally do what I think you have in mind, though. I forgot to mention - everything in that ZIP retains the CC0 license, so anyone can use it for any project they wish. Thanks goes to Paul Wellauer for the original photos and they are the one who should rightfully be credited.
  13. Happy Halloween, taffers. Here are the textures from 5 of the photos I selected from that collection of photos. Hopefully some of you mappers will find this useful. I apologise for not making this idTech4/TDM-friendly out-of-the-box but honestly, it's been well over a decade since I dabbled with that engine. I figure you guys won't have any problems getting that done, since the DDS files should be compatible, and the highMaterial file (you can open with any text editor) can be translated to an MTR file pretty easily. There are 3 thin windows and 1 wide window that are supposed to be decorated with geometry, and 1 circular ceiling material consisting of many smaller windows that would probably be used as is, decorated with circular geometry around it, since it would be fairly high up on the ceiling. Just wanted to mention that to clarify why some of the textures are the way they are. So anyway, hope they're useful and happy mapping! https://www.violationentertainment.com/temp/paulwellcrchstndwndws.zip https://www.violationentertainment.com/temp/paulwellcrchstndwndws.jpg
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