

HMart
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Everything posted by HMart
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Sorry for the offtopic guys. Yes there would be many advantages, there's no doubt UE4 is a fantastic engine and would open many new possibilities but in the case of TDM many important desavantages are true as well, you are forgetting the 100+ missions that are already made, all the stuff that could be transferred into UE4 would be, the mesh's, all the brush work, sounds and textures, all the rest, would need to be redone from scratch, AI/character system, player control, weapons system, scripting, lighting, particles and so on, like i said before, this would pretty much render those missions obsolete. Is not hard to imagine that many mission makers, would not be happy to scratch, the mission/missions they worked so hard on, also all the time they spent learning DR, how to make missions for idtech4 TDM, etc and start from essentially zero on UE4. I bet some T1 and T2 mission makers have no made the jump to TDM because of similar reasons. UE4 TDM, would also take years to make, have no doubt about that, on that time, would mission makers just full stop making missions for current TDM and wait? If not, would the TDM team just trash all the missions made till the time UE4 TDM is ready? It could potentially be 200+ missions. Would the TDM team be courageous enough, to throw into the trash all the hard work, that all the past and present TDM engine coders did and are doing for the idtech4 engine and DR? Greebo works alone, for years in DR, focused on TDM, would they just forget all the contributions he did and say, thanks man but we don't need your tool anymore. This may sound harsh but is real questions and stuff the TDM team need to weight before making so important decision. This pretty much rendered my text above obsolete has well. ;P
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I'm not from the team but i know this has been discussed many times before and the consensus is, TDM will stay on the current engine for the foreseeable future. They will not even port TDM to the idtech4 BFG engine that is just a evolution of the TDM engine, imagine porting to a totally different one like UE4, like Springheel said you would need to start almost everything from scratch, the current AI/actors/player controller can't be ported to UE4, for example, without major refactoring, all scripts need to be totally remade with UE4 blueprints, pretty much all missions made on DR would be rendered obsolete because they can't be ported to the UE4 editor, this would make all past and new mission makers really mad and would pretty much destroy the game. . BTW TDM would be impossible in Unity, not because of the game itself but because, imo people would be unable to make missions to it, Unity is a closed ecosystem, i'm not referring to closed source (that it also is) but that the way you make games in Unity, is totally different to the way you make games in idtech 4 and even Unreal Engine, on these the engine is a separate entity from the tools, in unity the tools ARE the engine, so if people would want to make missions for a Unity TDM they would need to have access to the full assets sources and the original Unity project and pretty much export a full TDM everytime they wanted to make a new mission to it. Imo that's the reason that pretty much all Unity games i know don't support modding.
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Read frictional Games blog entries about what makes good horror, they are gold. This is some of the things i think about what makes good horror, in a horror game a good story is important, is used to catch the player and make him want to continue in spite of the fear. Good Horror gameplay to me is the following, never but never overuse cheap scares like jumpscares, never use monster closets, etc, horror should come from the situations/environment the player is in, not from sudden loud bangs and things flying at the player face. In a slow paced horror game never over expose your monsters, use the player mind against them, if they don't know what the full monster looks like their mind will fill the gaps and more times than not they will make them be more scary than they really are. Don't make the player into a killing machine that destroys any fear the player has about the monsters.
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How to create a light projection texture: HowTo Video
HMart replied to Bikerdude's topic in TDM Editors Guild
Thanks for the video Bikerdude making light textures is something that i don't think anyone made a video before but i could be wrong. IMO there's no reason to always use high resolution projection textures, if you use a 256x256 projection texture it will give the projection a softer look almost simulating penumbra (blurry) shadows if you use a high resolution one the projection will be stronger and sharper but that could be the effect you want. About jpgs, I don't know about TDM engine but i add fhDoom crash on me more than one time because i add a .jpg texture as a ingame texture, why i don't know. Also jpg is a lossy format, it removes quality from the original tga ( if the original texture is a good quality to start with) so if you want to retain high quality, tga is the best format, jpg also creates blocky artifacts that can specially be bad for normal maps. If you make a jpg from .dds like you did, you are removing even more quality .DDS (Direct Draw Surface) textures, specially dxt1 compression is a highly compressed and lossy format. But personally i don't recommend jpgs for game textures for a very important reason, jpg doesn't support mipmapping (texture LOD) so is not optimized for GPU rendering and games. -
My condump I didn't realized i was playing with 2.07 not 2.06, facepalm.
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Solved the problem somewhat by resetting the color/gama on radeon settings, is still darker than i remember but at least i can see into the shadows now, they were pitch black before. Btw i invoke reloadGLSLprograms like you said but sorry for my ignorance, where is the ambientmess.txt file located? water bug is still happening to me in Volta 2 tho, the water surface distortion effect is gone and i just see a mirror texture moving back and forward. Glad your back and your back is better! ;D Yes the same for me.
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Hello guys. Hey revelator glad to see you here again! TDM is also very dark for me, looks like the ambient light is missing or something, i'm also having the water bug on Volta 2 again, i'm playing on a new PC as well. Ryzen 7 1800x 8c/16t 3.6Ghz 16GB RAM AMD RX 570 8GB p.s I'm playing with TDM 2.06 VBO and FFMPEG Beta (update 9)
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There's plenty of tutorials in how to export models to idtech 4 (doom 3 engine), TDM is based in a modified idtech 4 but the model, materials and textures workflow is exactly like it is done for Doom 3. Here you can find some idtech 4 tutorials that should be useful even for TDM mission makers. https://modwiki.xnet.fi/Doom_3 https://www.iddevnet.com/doom3/ The one below is for Quake 4 but could still be useful, unfortunately some links do not work. http://web.archive.org/web/20150512113650/http://www.iddevnet.com/quake4/GettingStarted
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Restarting the laptop doesn't solve it?! That is strange. But you can try alt+ tab to select the game window then alt+enter to return to full screen, i do think the last one requires the game to be set for fullscreen. If that doesn't work, you can also bring the game console down by clicking control+alt+the key above tab, for English keyboards is the key with (~), and then write quit or exit.
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Testers and reviewers wanted: BFG-style vertex cache
HMart replied to cabalistic's topic in The Dark Mod
Tested this on No Honor Among Thief's, got graphical problems, water was black and showed what looked like a small white dot pattern on it and the sky flickered like crazy. On the vanilla 2.06 x64 exe, water looks fine but the sky shows a translucid blueish plane moving with the view, if I noclip towards the blue plane it disappears and the sky looks normal, if i look down i can see it show up in the top of the screen, but if i look up it goes away, very strange, could be the fog acting bad again. Video showing the problem. Some important info, because of a problem on my mobo, i add to go back to a old AMD GPU i add, the HD 5770 and because its a old GPU AMD has put its driver support into the legacy section, what that means is that there are no new drivers for it. So the last supported driver for this GPU is the Radeon Crimson 16.2.1. Don't know if this would happen on my newer R9 270X with new drivers but i can't test it until i fix the mobo problem. -
DarkRadiant 2.6.0 pre-release testing
HMart replied to greebo's topic in DarkRadiant Feedback and Development
No Problem. It works fine now, again thanks for your work. -
DarkRadiant 2.6.0 pre-release testing
HMart replied to greebo's topic in DarkRadiant Feedback and Development
Hello Greebo DR 2.6 is immediately crashing on a map of mine when it starts loading the map and also starts loading the textures, i used the new favorites option on it. The map loads fine on DR 2.5. crash dump -
DarkRadiant 2.6.0 pre-release testing
HMart replied to greebo's topic in DarkRadiant Feedback and Development
Some nice features indeed thanks for the continued support greebo. -
Greebo the engine itself renders models that have the material names well written (so it can see the diffuse texture) but no .mtr defined has full bright and translucent, DR on the other end renders them exactly like any other model just without any normal map, but that goes easily unnoticed among many models, is there a way to make DR behave like the engine or even assign a special texture to models with no mtr define so we can see them directly on DR without the need to see ingame? You could also add a option to select a model, right click in the 2D window and chose "open/see material definition", similar to what we have on the media tab.
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I've also seen something like that where the particle in DR particle editor doesn't behave exactly like it does in game, but i always assumed it was just like the 3D window, it also doesn't render stuff like the game does.
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I remembered that i have a old viewer for model/animations made specially for idtech 4, is called "modelviewer093a" and I made a link for it here https://drive.google.com/open?id=1QkU-8-7XOQj-8v0MChZp7OaLbk4-UgjZ. Is old so to make it work well in W10, you need to set it to start as administrator and perhaps even set the compatibility mode for windows XP sp2/sp3. You also need to edit the file "scene.txt" and give it the link for the base folder. The good thing about this old model viewer is that it supports basic Doom 3 shading capabilities, (stencil shadows, per-pixel lighting, normal mapping, specular) so you can see the models almost like they look ingame. About Noesis i also don't know how to make it play MD5 animations with the models, it does that for collada and fbx models, it seems it needs the animations to reside inside the same file has the models, but i could be wrong. Noesis also has a nice extra tool in the "tools" menu option called Data viewer, in there you can, not only change program settings but also see the bones names, nice to see what naming convention idSoftware used for their bones and you can also edit the bones xyz values directly in Noesis!
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First can you explain how you made the skeleton? Have you called the root bone "origin"? That is very important. Are you sure all vertices of your model are weighted to a bone correctly? I assume that is open3mod? Try ingame or try to see the model in another md5 viewer, like Noesis for example, in my experience Noesis can see Md5 models and animations that make open3Mod crash, imo i also think Noesis is a better tool overall.
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Oh shoot, sorry for the stupidity. still learning this stuff...
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I have two overloaded functions in my class, for example: virtual void Foo(const idvec3 &parm1, const idAxis &parm2){} virtual void Foo(const idvec3 &parm1, const idAxis &parm2, const int parm3 = 0 ){} But visual studio gives me a error of : How would you guys solve this? What i did was call the second function another name for now, but would like to know if this has a solution. Thanks in advance. edit: changed some int's to the real types i'm using because that could be important for the problem solution.
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I hope it was nothing serious, i wish you a full recovery.
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Tried to edit a sound in game in TDM 2.06 64bits or 32bits, and TDM freezes, the sound editor shows up fine but when i select a sound to edit TDM stops responding, i don't have 2.05 installed so i don't know if this also happens on it, don't know if the mission matters for this but i add No Honour Among Thieves installed. Why was I trying to edit a sound ingame? Because of the thread bellow. http://forums.thedarkmod.com/topic/19372-loud-electric-light-sound-tones-in-certain-missions/
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Loud electric light sound tones in certain missions
HMart replied to Dinosorceror's topic in TDM Tech Support
Never tried it on TDM but on idtech4 you can edit individual sounds in game, this is done with the game running in window mode, for example at 800x600 rz, if you want to save the edit permanently, i assume the map should be out of the PK4 or I think you will not the able to save it or perhaps the editor makes a copy? I don't know, try it, just bring the console down type "editSounds" the sound editor opens and the sound (and for some reason lights) origins become visible, you then can select a sound (green boxes) by getting near them (use noclip if necessary) till it's name shows up and just click action (left mouse button) and edit its properties in the editor, then is just a matter of clicking the save map in the sound editor. You can also edit the sound shader of that particular sound, but that i don't recommend, first because will change all sounds using that sound shader and second will not work if the map developer, implemented a volume spawnarg in the sound entity, that overrides the volume keyword on the sound shader itself, i'm not sure if this last fact also effects the sounds edited with the sound editor, afaik the sound editor edits the sound entity, not the sound shader it self, so when you change the volume on the sound editor i assume you are changing the volume spawnarg not the volume keyword on the sound shader, but i could be wrong. Btw Volume zero is the original sound volume! That caused some confusion to me at first. -
Loved both Limbo and Inside but Inside's end was just awesome.
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Imo holy water being a special magical item shouldn't take into account the armor of the enemy or where it strikes, why, it's magical...and if you really want to give it real world reasons, then it is water, it can pass very small holes and old armor is everything but watertight and if you think of it like the blood acid from the alien movies then armor has nothing on it.
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No nothing in DR is random, the cause was obviously a geometry leak, when you have a leak and the point file, red line, points to some place that seems to be fine, then it means one of two things, or some entity has its origin on the void or the hole is really tiny and you can't see it, one way to prevent this small holes is to make the brush's that will seal the void at level 8 like you discovered, one way to solve really small leaks is to select all world brush's (no need to select entities for this) bring the grid size to the lowest value 0.125, and click on "snap selection to grid", that way you solve any hole without the geometry moving away from place. Btw from my experience very thin brush's can also cause light leaking, this means a light in one room shining into the adjacent room through the wall.