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HMart

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Everything posted by HMart

  1. My card is a ATI HD5770 and i have no performance problems with doom3 BUT i must say that i concur with you that crossfire is hit and miss and that the OpenGL drivers are far from perfect. IMO the problem with your GPU is not only the lower clockspeed (it has a important impact sure) the laptop by design controls dynamically the amount of "juice" that goes to the card, depending of course if is on charge or not, and because of the small package of the laptop body and to prevent overheating their power supplies are are also very restricted. Yes you can map on "the road" but for that you will need a more expensive laptop then a similar performance desktop PC, and you will have problems with the difference of performance when the laptop is plugged to when it is not and overheating will also eventually creep up, i know i have passed for this. But of course anyone is free to do what they like i'm just giving my opinion.
  2. Can you post what ATI video card is on your laptop? And btw desktop GPU's will always be more faster then a laptop GPU. I'm a ATI user my self and i have no other problem with doom3 or TDM unless the normal catalyst AI one. And please don't take this bad but imo mapping or making anything graphically intensive on a laptop is not a very good idea.
  3. You do know that physics can be disabled on decals? Don't you? Physical objects will not even know they are there, they will just go trough them. About the height on the game, that is not a cause of concern on modern games anymore, decals are just like alpha mapped blades of grass (they are just a image on a plane), overdraw was indeed a problem in the past, and can be now if you are not careful and go nuts on the grass amount for example, they were a problem because of the alpha testing, but has i said, now games support much more decal geometry , this of course if you don't make all of them very shader heavy with many texture stages and POM. Btw Fallout is a game where the usage of decals is above the norm, almost all tear and wear is made with decals.
  4. Now that we are in a " I wish" mode i also would ask for the ability to "paint" decals of arbitrarily size and rotation on surfaces, (maybe using this system http://blog.wolfire....project-decals/ )the decal system that we have now is nice to have but is really very slow and cumbersome, i believe that's the reason that i don't see a more massification of the usage of decal's on fan missions, they can make a very boring looking place look much more realistic, and normal mapped decals can do wonders has can POM (parallax occlusion mapping) enabled ones .
  5. HMart

    Modern TDM

    IMO don't change the menu, it is fine how it is now is simple and to the point.
  6. I forgot to say that shader alone will not work has intended, to see how to really use this technique see this link. http://forum.tgmonline.it/showthread.php?5137-Lightmaps-in-Doom-3-Engine-A-Hybrid-Approach-To-Real-Time-Lighting
  7. You can already use lightmaps on Doom3 by using a shader like this one: ////////////////////////////////////////////////////////// // // To test Lightmaps // ///////////////////////////////////////////////////////// textures/bod/lightmaps/vulcano_lm { polygonOffset 1 sort decal noSelfShadow noshadows qer_editorimage textures/bod/lightmaps/vulcano_lm_ed.jpg // Multiply lightingmap by any color behind this surface on the screen. { blend modulate map textures/bod/lightmaps/vulcano_lm.tga } } There's some problems with this, you still need a dynamic light casting on all the geometry for the lightmap to show (just use a big ambient light for example) and all the dynamic objects will not take the lightmap into account, they will only be illuminated by dynamic lights, of course coders can just make it so the character casts a ray on the floor and samples the color of the polygon it hits, if it's in shadow just lower the brightness of the character texture, of course this is far from realistic also you lose normal maps.
  8. HMart

    Modern TDM

    Sorry not my intention and i totally concur with you on that. But the only game that i thought that could be similar to a thief game with a big city hub was Assassins Creed.
  9. HMart

    Modern TDM

    Pusianka this idea is the same has the 3D desktop that i add installed one time on my PC, the first impression was "Awesome i can treat the icons has physical objects and throw them around how cool is that!!" after 30 minutes "Man my PC is slower with this and opening programs was faster before, i will uninstall this." and i did was the best decision of my life. Your friend have played to many Assassins Creed, he thinks all games need to have a complicated RPG like Hub and quest system, but that is not true not all games work well with it and imo the DM system is very good just one thing doesn't make it perfect for we, the one mission installed at the time limitation and the necessity to restart the game after any installation.
  10. Yes i am, maybe that is the cause or they enable it for W8.
  11. AluminumHaste please don't be a dick there's no reason for that kind of reply. I wrote "you must be using..." so i was just making a assumption because i have the 12.7 beta drivers installed and theres no option to disable catalyst AI, a option that was present in older drivers, so my reply, if it was introduced in the new 12.8 i don't know, about the CCC games profiles, i was again making a assumption based on my version of the CCC, there´s no way to disable C AI on it with profiles either. What i said about crossfire is true and you can go to Rage3D forum and verify, disabling catalyst AI permanently using the moddb method will disable crossfire on all games.
  12. You must be using old drivers because the new CCC don't have that option anymore, btw disabling catalyst AI with the moddb method and on CCC will disable crossfire on all games, disabling with RadeonPro will only disable it on the game profile used.
  13. You can use Wings3D very easy to learn saves LWO files and makes closed models automatically or Blender much more powerful but more complicated.
  14. Yes i will use his advice from now on it does makes for a clean brush construction, and thanks.
  15. Thanks man this does make more sense to me
  16. Guys thanks for the help i was able to make the dooway using the RPGista workflow, baddcog sorry but unfortunately i don't understand your reply . Also i found a way to rotate brushes around arbitrary centers! Workflow to rotate brushes around arbitrary centers: 1ª - Make the shape that you want. 2ª- select all brushes and convert to func_static. 3ª- Make a new brush on the place that you want the new center of rotation and convert it to func_static also. 4ª- On the Entity Inspector select the origin values from the func_static used has the new center and copy then, you can then delete it. 5ª- Past the values on the origin slot of the func_static comprising of the brushes you want to rotate, you may need to write them by hand and click apply. 6ª- Enable the "rotate func_ Entities around origin" button on the toolbar and bang you can now rotate you brushes around a new center! 7ª - Convert back the func_static to worldspawn.
  17. That was the last thing i tried and it somewhat worked but unfortunately the rotated brushes lose the grid snapping value and so don't match very well with the hole, and if i try to use the grid snapping tool it becomes distorted, if it was possible to rotate them on a different point instead of the center then maybe it would work much better, for example like this.
  18. I tried and tried all i could think of but i don't seam to be able to make this well on Darkradiant, i'm still learning this great editor so maybe i just don't know how, but seams i found something that this editor struggles with, making non square door shapes on rotated brushes. A pic will show better what i'm saying. Is this really hard to do on this kind of editors? edit: i realized now that i should have posted this on the DarkRadiant part of the forum, sorry about that.
  19. Hi guys i want to now if the stim/response editor is only for the DarkMod or can it be used on other doom3 mods?
  20. Please don't go away from doom3 code base i love DarkRadient and i'm using it to make levels for the Blade of Doom mod (Severance mod) and i would be sad if the new updates wouldn't work anymore, i don't know if we will ever go away from being a mod.
  21. Thanks for the help putting the .bat file on the directory where doom3.exe is made it work.
  22. This is my batch file code, it gives the error in both lines, but the same paths work fine in a normal launcher. A:\doom\DOOM3.exe +dmap custom/temple +exit A:\doom\DOOM3.exe +map custom/temple
  23. I made the batch script but then the idtech4 blue console window appears with a error saying that can't find the default.cfg?
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