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HMart last won the day on March 21

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  1. In this case for a shadow and physics mesh imo is very easy, just make two extra copies of the lowest LOD, slap the shadow material in one and the collision material on the other and make sure both occupy the same space and are on the same item mesh/layer has the main model. In blender (or any other 3D Tool) you don't need to import any TDM material or texture, you just make a basic material for the shadow and collision mesh and make sure to give each the name of the shadow and collision material respectively (not the .mtr file name the full material name, inside the file), is that easy! bear_statue_example.7z ps- here is a fast example of what I said, sorry for not making it plug&play to TDM. I add too mess with the model because I use Modo and it doesn't open ase files, I add to convert to obj using another tool and also rotate it in Modo to be able to work with it, so now is not a, one to one, to the original model and so shouldn't be used with the LOD's that were provided, this because I assume they will not match, but I didn't tested, plus the material name for the main mesh is not the correct, only for the shadow and collision mesh's are correct (follows doom 3 convention). This should be seen just as a model for anyone to know how a shadow and a collision model should be setup. (for those that don't know) I also used the second LOD counting from the last because the lowest LOD seems to not follow the main model silhouette perfectly, it could very well work at the distance but not for a shadow and collision mesh.
  2. Sorry if late but if still useful, here is a memory dump of the DR 3.0.0 crash. https://drive.google.com/file/d/1Ws7FFyG15NTp-q8GuGnWUMKTUVwkoCpY/view?usp=sharing
  3. Yes indeed but DR 3.0.0 like I said also crashs but is after, not during initialization and is random, sometimes it crashs, sometimes it works fine. Btw If other AMD users aren't getting the same behavior, it may very well be my particular PC configuration, I did some stuff to this computer that may not be desirable, like hot swapping the entire motherboard, the CPU and the GPU for new hardware without reinstalling windows, it works fine (and I've read online that windows is ok with it) in pretty much I do but it could influence DR somehow?
  4. Sorry try this one https://drive.google.com/file/d/10g0D4Ujn9V99yezEgcNPgP1gvV_MLNTe/view?usp=sharing
  5. I have a AMD 6600 XT GPU and a Ryzen 5900 CPU I confirm the bug in DR 3.0.0, red selection works on 3D view but not on 2D view, also it crashes randomly after loading to me. Unfortunately can't test DR 3.2.0, it always crashs before it opens. memory dump https://drive.google.com/file/d/10g0D4Ujn9V99yezEgcNPgP1gvV_MLNTe/view?usp=sharing
  6. Is that endorsed by Nintendo? I hope it is because Nintendo can be very protective of their IP, it has shutdown mods before, I'm cautiously optimistic.
  7. The physics on that video do look better, I still think they aren't "normal" looking, i mean not similar to Havok, PhysX or more recent physics engines but I can't deny that was way better than the older video. Btw I knew that using a faster single core CPU, would make the idtech 4 physics engine able to calculate more objects, what I didn't knew, was that you guys made it able to use multiple cores?! Is that right?
  8. Look how few boxes there's moving on that simple scene and already the performance feels so low. Next to the problems you pointed you can clearly see in the TDM video, how the physics objects move in very obvious discreet steeps, looks has if performance took a nose dive at that instant, but is that really performance going down or just how the idTech 4 physics were made to work? Instead of a continuous smooth movement they move in steeps?
  9. Indeed it would About the video I knew something like that was already possible on TDM, the problem imo is the physics objects, behavior/speed and performance. And guys don't take me wrong, TDM being a Thief homage, I don't think should go crazy on physics, I just think that with a better physics engine, some doors would open to make some cool physics based stuff, in or outside the TDM/Thief lore. Would be cool if possible but I know you can't just swap the physics engine there's a bunch of work involved, this is just a "what if" .
  10. The physics engine is open source (MIT licence) and it seems it was used on a AAA game already see here. https://github.com/jrouwe/JoltPhysics I can only dream that some day this may happen to some idtech4 based engine. So much cool physics based gameplay would be possible in that case. A small glimpse at what perhaps some TDM traps could look with a better physics engine, thou I do think some of the traps in the video bellow aren't suited for TDM and or are already possible with current TDM physics. https://www.moddb.com/games/shadwen/videos/video-2
  11. They took their sweet time, AMD has done that years ago but is better late then never.
  12. Personally, if editing original Doom 3 code, I always put my code between #ifdef macros, just like the D3xp team did and I think is a good idea, in that way, I can immediately know it is my code later (blame my self not idSoftware) or disable my edits, if necessary, for debugging or something.
  13. For TDM programmers and people that know how to edit and compile the engine.
  14. I'm not 100% sure (have not tested it) but I have read a long time ago that the material names can be any size, even a single word, like this below ivyloose06 { qer_editorimage textures/decals/ivyloose06_ed.jpg diffusemap textures/decals/ivyloose06_d.tga specularmap textures/decals/ivyloose06_s.tga bumpmap textures/decals/ivyloose06_local.tga } the name doesn't need to be a path, paths are relative anyway, (relative to the texture folder) and are only important for the textures inside the material itself. I think the material name written as a path "textures/somefolder/materialname" is used by the editor to create the folder structure in the media browser, that's all, if you don't give the editor (DR) a "path" it just puts the material in the main "textures" ones.
  15. Indeed, like Greebo more or less said, some render effects are still missing or incomplete, so performance will very probably, come down even more, but even so the bump on performance and quality, compared to the former render is fantastic, no one can deny that.
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