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HMart
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Everything posted by HMart
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Map Optimization wiki for DR really lacking
HMart replied to Goldwell's topic in DarkRadiant Feedback and Development
Guys look to this Frictional Games article about SSAO it is fantastic, they even give the code they used away perhaps it can be of any use to you guys? http://frictionalgames.blogspot.pt/2014/01/tech-feature-ssao-and-temporal-blur.html -
This is what i say "thinking outside the box" fantastic work Obsttorte.
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The new characters look very good nice job Springheel
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Ok guys decide to make a thread where i will post any model i made that can be used in TDM. Here is a stone archway for you guys, it has a shadow mesh for optimization. https://www.dropbox....oorway_arch.rar Image below https://www.dropbox....8/shot00002.jpg Hope you guys like it.
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Map Optimization wiki for DR really lacking
HMart replied to Goldwell's topic in DarkRadiant Feedback and Development
Apologies accepted , i will try to explain what i mean next time before using abbreviations. Theres two images there one is a simple link another is a image link, the dead soldier is on the first image, sorry for the confusion. -
Map Optimization wiki for DR really lacking
HMart replied to Goldwell's topic in DarkRadiant Feedback and Development
Screen Space Ambient Occlusion sikkmod for doom3 has it but is really not ideally implemented has it doesn't not take into account alpha mapped surfaces. I'm not trying to obscure anything, i don't know why you would think that, SSAO is a very well known (or so i thought) tech in the game dev world, it was invented by Crytek and used extensively on Crysis 1 and later games. SSAO doesn't only darkens corners see this two Crysis images to now what it really does. http://bassemtodary....-occlusion1.png See the contact "shadow" of the dead soldier on the ground, with doom3 to have the same effect a real shadow would be needed, i'm not saying that with SSAO you don't need shadows what i saying is with SSAO you can use less real shadows and still make the world objects with no shadow seam like they are grounded. Theres also HDAO for ATI and uses dx10+ geometry shaders it looks and runs better then SSAO, but the later works in all GPU's For better info: HBAO also runs on AMD/ATI cards and the same is true for Nvidia with HDAO, but is best to use the tech from the respective makers in their cards because of optimizations. -
It is based in real historical events and that is good to me, play a game and learn about our history at the same time. Supported them just because of the no magic stuff.
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Map Optimization wiki for DR really lacking
HMart replied to Goldwell's topic in DarkRadiant Feedback and Development
A way to minimize that floating looking would be to implement SSAO, that has also the benefit of making the levels require less real shadows, thats how Frictional Games worked on their Amnesia game, for example they sometimes only have a single shadow casting light per room but none of the objects feel obviously that they lack a shadow. SSAO makes wonders. -
Since I was bored I played Thief Deadly Shadows again
HMart replied to Oldjim's topic in The Dark Mod
hum...neither doom 3 nor thief 3 brought full real time lighting and stencil shadows to the gaming world, that belongs to a 2001 game called Severance Blade of Darkness (edge of darkness in US i think), doom 3 was indeed the one that made it cool. And AluminumHaste afaik Stencil Shadows and Shadow volumes are different names for the exact same thing, for example the marketing in the days for Severance talked about Volumetric lighting and Volumetric Shadows, Carmack just found a new way (after Creative add already patented it) to create them that was better and faster, but in essence in this shadow method you are extruding the game object polygons edges in a volume and creating a polygon silhouette in the floor to represent the shadow, that's why making a low rez shadow mesh is used has a optimization trick in Doom3. -
No, but the engine source is around so support can be implemented.
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This conversation is very interesting, is there some place where i can read in depth about the way idtech 4 treats and render lights? About deferred rendering theres two types of it, one worse than the other, the first is deferred shading used in games like Stalker it has limitations that make it worse in some respects in my opinion then a forward render like idtech 4, first it only really wins on the number of small non shadow casting lights, make them bigger and or enable shadows and the performance gains go away, especially with shadows, where the limitations are exactly the same has forward rendering, it does not supports transparency, deferred shading has also very high initial memory footprint because of all the necessary textures it relies on, so on a simple scene with fewer lights is even slower than FR, it also limits the number of shaders effects and only supports a material type plus it prevents hardware AA on non dx10.1+ GPU's, you can of course use software based AA on them like FXAA or MLAA. Then theres deferred lighting or Light Pre-Pass it has almost the same limitations has deferred shading but does permit more material types and also permits hardware AA on all GPU's. But is possible to support many lights using forward rendering techniques like Eric lengyel demonstrated on this C4 video See how only one of them is casting shadows and the lights are very small.
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The Darkmod on Android: just got this PM on moddb.
HMart replied to Bikerdude's topic in The Dark Mod
someTaff i don't speak for the TDM team but i'm certain that will never happen, why, first because Unity does not support user mods, so you could not have users make extra missions for the game nor it can play the missions made so far, second remaking all the TDM assets to Unity would be a mammoth job and perhaps take the same time to finish has TDM for idtech 4 did. About Unity it is a nice engine and very easy to get on, but that simplicity is also a problem, it is a black box, closed source, where all games are made entirely by script, after the game is made all is backed to binary files, that makes the games faster but also kills modding almost entirely, is more a game making tool than a game engine. -
EAX on Doom 3 was a afterthought by id and was forced upon them by creative because of the patent on the stencil shadow system, so no wonder it is unstable. Also trying to run EAX 4.0 on a sound card not from Creative can also lead to frustration or not work at all. I really hope Serpentine implements EFX so we all can get rid of EAX and creative code on TDM once and for all.
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The Darkmod on Android: just got this PM on moddb.
HMart replied to Bikerdude's topic in The Dark Mod
Why would you discard a engine that works on Android and reads code and files from idtech 4 automatically to a engine that is totally diferent has no support for modding is closed not free for the android version afaik and has no support for any of the idtech 4 files, be it maps, animations, md5 models, shaders, gameplay code, c++ code, etc etc? All would be needed to be made from scratch on Unity. -
Yes New Horizon it is working right now but has Springheel said only people with a EAX4 enabled Creative card can ear it, but you really can buy one for peanuts now, especially the older ones on second hand, the older that you can buy with EAX 4 support is the SoundBlaster Audigy 2. About giving reverb to all sounds now, i really don't think that is the right action Springheel, imo without EFX, reverb or other effects should be discarded for now, why, because it should always be location based if not it will sound wrong and of putting, for example you don't want a small room sounding like a cathedral or a cathedral sounding like a small room, the only way this would work was if you made a bunch of copies of the sounds for special places like guard voices to be used on big places and ones to be used on small confined spaces, this of course is a bunch of work, very messy and prone to errors, like a developer without realizing using a sound sounding like is on a cathedral and another like a room but at the same location. About making reverb editing eventually in the future, one easy way to control them would be to use reverb spaces, make a big brush encompassing the area you want to add reverb to, give it the reverb texture and the reverb func entity and change the key values on the entity to the room sound you want. In game all sounds inside this Space would pick up the reverb options but when out of it they would return to normal or pick reverb from another reverb space.
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That GPU is old and AMD has stopped supporting it, so your driver is really not "updated" But TDM should work has idtech 4 was made for even older cards, but this unfortunately sounds like a driver problem, one thing that worked for me on some OpenGL games (Doom3 BFG) was to put a old atioglxx.dll AMD driver directly on the game directory, try this is the one i'm using on BFG. https://www.dropbox.com/s/60f0iisdpgsp9w1/atioglxx.dll Don't know if it will work on TDM or your card has mine is more recent, but try none the less.
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If you have a creative card with EAX4 support then reverb and all other EAX effects are already possible on idtech 4 and on TDM, i already tried that, but, FM developers would have to implement EAX on their missions manually and unfortunately theres no easy tool to implement or tweak for that matter the environment effects, plus EAX4 is exclusive to Creative (EAX 5 can be simulated by Asus cards but not EAX 4) so all other sound cards would not work with it because of that there's no incentive to make a custom tool. The only way to implement EAX effects on TDM for everybody would be to replace the idtech 4 closed OpenAL driver with OpenALsoft that has EFX support, a open replacement to EAX effects that works on software (CPU).
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Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
Sorry for the late reply RPGista i'm busy with work now and don't have the time to get on forums has i used to, about making a thread to show of my models i would like that but unfortunately the models i'm making are not medieval based, so not really good for TDM, they are for a Amnesia Total Conversion mod and the guys asked me to not show them publicly before the mod is out. -
IMO making splash effects is not really necessary, just like it is now suffices. But if that is something you want why not use ray cast or point tracing? Maybe this Doom3World thread will help? http://www.doom3world.org/phpbb2/viewtopic.php?f=4&t=26531
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I'm not bitter and sorry if that is how i came out, is always good for people to want to help the TDM team, its was just that the term "modern shooter" made me cringe because it reminds me of the later COD games and how they are destroying what wonse was my favorite genre, second that term is not at all representative of the TDM gameplay. Again sorry if i came out wrong it was really not my intention.
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Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
Thanks for letting me know, it will be cool to try to spot them on the missions now i'm also glad you guys like them. -
Thanks but sorry i'm not, this game is not a shooter and i personally don't want something flashing on my screen to tell me the direction of the attack, that feature is an immersion breaker on game like TDM, if something like that is implemented then a turn off button should be provided imo.
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Good guide to improving graphical fidelity of Dark Mod?
HMart replied to Expack3's topic in The Dark Mod
Go see the Models "needed" thread i have given you guys two new models, if they are good looking you guys will be the judge of that. -
Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
Ok here comes a small but i think cool model for a dungeon somewhere. https://www.dropbox.com/s/2xj2evpvokhpq4e/iron_shackles.7z Here is a image is not ingame but almost i used a doom 3 model viewer that i found on the net to preview it. https://www.dropbox....slave_chain.JPG hope you guys like it. Ok new model here in this case is a wood bench made of cut logs. https://www.dropbox.com/s/omebxj8ly5doh1p/logbench.7z Image https://www.dropbox.com/s/ggtzh4bfz5x9dzy/logbench.JPG -
Master 'Models Needed' list-- post requests here
HMart replied to Springheel's topic in I want to Help
No problem glad you liked them.