Jump to content
The Dark Mod Forums


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by HMart

  1. I'm far from a specialist on this but that also looks fine to me. I really don't know why your character is floating it could be a parenting problem, a naming problem or even a bug in the engine, the best imo is to import a character from TDM into Blender or other tool that can see MD5 skeletons and look how the bones are setup, you can also open the MD5 in a text editor and see if the origin bone values look reasonable, this is how a Doom 3 monster origin looks like inside MD5 mesh. About IK idtech 4 does take it into consideration, for characters at lest, but I don't know if the IK info is exported from the 3D tool or created automatically by the engine, perhaps the video I posted has that info.
  2. Is the character mesh itself well positioned in blender? Meaning its feet touch the grid "ground", is the origin bone exported at (0, 0, 0), in line with the character feet? If you don't already know it, see if this video helps you, is not for blender nor TDM but is for Doom 3 so it should help some. https://www.youtube.com/watch?v=DGdv6a505qk
  3. No Problem. Of topic but about freesync, afaik It sync's monitor refresh to game fps and not the other way around like Vsync does, in my case to min, max limits of 40hz to 165hz, games running bellow ~40fps, may cause screen tear and may need Vsync enabled. I have plenty of games with Vsync off and ever since I got this monitor, I don't remember ever seeing a sync tear, even on games reaching bellow 40fps, but I have Radeon enhanced sync (similar to Nvidia Fast Sync) always on, so that maybe be why. https://www.youtube.com/watch?v=WOoPLuUeAY0
  4. Sorry if I came a little obtuse It was not my intention but at lest made you guys discuss the subject. ;D Like I said it was a opinion and truth be told based on much ignorance in how TDM render and idtech 4 render in general works, I know vanilla engine is locked at 60hz and that is why I explicitly said "default" of 60, but was just a suggestion. I was also basing my opinion on what I see other games do, afaik TDM is the only game, where you have to explicitly unlock fps's, before being able to set a max fps, at lest in the menu visible to the player. But TDM situation seems to be a particularity of this engine old idtech4 DNA. "Fps limit only works with vsync off" Is that a general fact or only a TDM (idtech 4) fact? I have games where I have both on and they seem to not conflict, but perhaps those games just disable one or the other behind the scenes? " it excludes everything except 60Hz monitors" Like I said it was just a suggestion, not trying to exclude high-frequency monitors, specially because I have one! A 165hz FreeSync monitor. And wouldn't people be able to set their own frequency? Also honest question, can't you detect in the engine code at what frequency player monitor is at and set accordingly? "Then came people with high-frequency monitors" Like you see I'm one of those. This imo is obviously a case of me not being privy on the internals of the TDM engine render, making wrong assumptions based on past experience with other games/engines... :S
  5. IMO uncap fps in the menu feels totally redundant and something the player shouldn't even need to set manually. I ask, why not have, set max fps only, with default at 60 and if you then set a Max FPS above 60, the engine automatically uncaps the fps? IMO sounds more logical and user friendly that way, just my two cents.
  6. Here is a suggestion of something for the future perhaps, now that subtitles are possible. Fully Optional colored text (for fast gender differentiation) and tagged subtitles for the AI, to know who said what, imo with this TDM will become fully supportive of hearing impaired people and on my book that is always a good thing to strive for. Just a example:
  7. Using Xray system imo seems overkill for something like that, i think there are simple tricks for that. If you have Doom 3, you can always go look how idSoftware team made the famous bathroom scare scene, where everything reflected in the mirror changes to a hellish look, including the player. I bet most of it is script, not hardcoded c++ but I'm not sure, unlike latter idtech 4 games, many stuff in Doom 3 is script based so perhaps that is as well.
  8. To be fair modern TDM engine, is not that old, was updated through the years and supports many modern features, I will far to say that in some aspects, it can be made to look almost on par with UE4, with relatively few effort, just by implementing true HDR lighting and PBR, if only having to remake all the texture and materials assets and support old missions, was not such hard roadblocks, imo this would have happened already.
  9. HMart


    Merry Christmas Heuli and the rest of the peeps has well.
  10. IMO the fourth one is the best, SSAO and distance darkening really make the scene depth popup, fantastic work.
  11. That is really fup I hope you guys talk with a lawyer and see what can be done, because I imagine this can open a really bad can of worms and perhaps prevent others from making models for TDM, afraid their models get sold on such sites. Btw NeonsStyle the banks on my country have a phone app, where you can create single use "fake" credit card for buying online, don't your bank have that as well? I never used my real credit or debit card number on online transactions.
  12. do what joebarnin said the .getBoolKey(string), or .getKey(string), etc, are used to get key value pares, also called spawn arguments or spawn args that you defined in the entity definition file the .def file. Is not a hard rule but those functions/methods should be used at entity spawn/init, why, because is way faster, to save the spawn arg value into a script variable and then use that during real gameplay, than opening from disk, a entire text file to read, loop through it and get data from it, that is obviously slower than just reading a float from memory.
  13. Tables is what's used to drive flickering lights, In my fast search I didn't find a explanation about them in the TDM wiki (doesn't mean there's none) but here are some links that explain, what they are and more or less what they do. This links are obviously not directed at TDM, so have in mind that some things may work differently or not at all now. But personally I still think they are useful for TDM editing at lest as a hint or pointer. https://modwiki.dhewm3.org/Table_(decl) https://iddevnet.dhewm3.org/doom3/materials.html
  14. IMO they aren't necessarily wrong, many modern effects today use voxels in the background, they are not what gets drown in the end but they do enter in the equation.
  15. I think is defined in the character definition file, at lest I see it here in the Doom 3 monster default definition, not sure if the same is true for TDM. entityDef monster_default { ... "editor_var mass" "character's mass." ... }
  16. What format is the model in? ASE or LWO? Never used ASE but If LWO make sure the model or handle material has a smoothing angle of 180% (at lest that is how is done in Modo, the 3D tool I use), if the model has a single material and you don't want the full model to look smooth, then you can create hard edges by cutting and pasting manually (in blender I think is called extracting) the model faces you want flat, hope this makes sense to you.
  17. I don't think so, because idTech 5 source, was never (fully) released but I'm not 100% sure. I never worked with Rage SDK and perhaps the tools source, could be in there somewhere, but imo is very unlikely.
  18. I wish I was so good at math as you guys, so I could help but alas. I can just say they used idStudio (their new editor) to do BFG maps and If you have Rage 1, it comes with idStudio, you can see if the lights still work the same there, even thou is a new editor still works mostly like Doom 3 Radiant so should be familiar. Here someone did some tutorials for it. https://www.moddb.com/mods/ehrlia-summerwheel/tutorials/rage-toolkit-tutorials-and-updates
  19. The steps for non MD5 models are relatively simple: create a model and make sure it is all in a single layer (when exporting) be mindful of the scale diference between the 3d tool and the game, one way to see the scale needed, is to create a cube in DR export has obj and import in blender. make sure the model is made of triangles no quads (you can work in quads then triangulate at export) uvmap the model and make sure the uv's fall within the 0/1 window and don't overlap create a diffuse texture (colors only no shading) create a normal map create a specular map (you can put color on it) create or edit a .mtr material file and define your model material there. make sure the material name, for the model surfaces, in blender, is the name of the material you have created inside the .mtr file if you want to create, a shadow mesh or a collision mesh make sure the surfaces/models lay in the same layer as the main model (they overlap it) apply to each model the invisible "texture/common/collision" or "texture/common/shadow" material names depending on the model function you want (for collision models if making a physics enabled model a 'movable' in idtech 4 parlance, make sure the collision proxy has no more than 16 faces) export as a single .ASE or .LWO hope I didn't forget anything.
  20. IMO this engine problem, is really not so much the polycount but the number of lights that cast unto the model surface triangles, the full model gets draw again, each frame, for each light that cast into it. So if you make the light count, striking models low, use LOD's (level of detail) models, don't go crazy on shadow casting lights as well, do optimized low poly shadow mesh's for your models, don't go crazy on the model material "stages", everything inside a starting { and a ending } in a single material, is a stage and every stage, requires a new render call/pass and of course, use portals to optimize visibility, portals are required for the way TDM maps are constructed. I'm sure i'm forgetting something but If you do all the above plus use normal mapped models and not use crazy polycounts per model, then is perfectly possible to use high quality photogrammetry models in this engine. I have at lest 2 models that I converted from PBR and photogrammetry and they look awesome on the engine. BUT I need to warn you, there's no support for PBR materials/shaders in the Dark Mod engine (at lest that I know), this is a "old school" engine, similar to Unreal Dev Kit (UE3) or Source (minus the lightmaps...). This unless you write your own PBR glsl shaders, but is not easy, requires deep knowhow of the engine backend and frontend render and perhaps even some new c++ code, plus with PBR, you can't use ANY of the current TDM assets, as is, including even the light materials, particle materials, everything based on old non PBR system. Btw personally, I don't recommend working outside of TDM tool set, engine capabilities and way of doing things, or you will have to learn way more about the engine and have way more barriers. You will also have to get the modern PBR ideas from your head and if necessary, relearn the older way to do materials for games. Can't just take a Quixel mixer material or something and throw it directly into TDM but don't take my word for it. Btw peter_spy, another user here, does high quality modeling for TDM so he may give you better advice. But in the mean time, I don't think it does any harm to see this two links of wikis for more info, they are from two different versions of the same engine but share plenty between the two, of course you should focus more on the TDM one: https://modwiki.dhewm3.org/Modelling https://wiki.thedarkmod.com/index.php?title=Modeling And last but not least, IMO would be better if you just created the models and gave them to the community and others more knowledgeable of the engine, used them on their missions, instead of you having to learn modeling and level design/mapping at the same time, for TDM, all the credit for the models, will still be yours, you would still be able to use them has portfolio peace's, plus all models used in TDM, have a non comercial license, so others can't just take your TDM models and create a comercial game with them, just my two cents, you do what you think is best.
  21. Yes is unfortunate how idtech 4 lighting has little to no GI capabilities I wonder how Metro games before the raytracing one does it's GI stuff, all lighting on Metro is fully dynamic and still shows plenty of ambient bounce. Cryengine for example uses a special voxel system for GI and all its lighting is also fully dynamic, no lightmap baking on that engine. About the extra lights shining through walls, perhaps you turn them off, when the player is out of the zone/room they are in? This will need a script but imo is doable. Do lights still shine even if they are on a room where the portal zone they are in is closed? Btw don't think this will solve the light leak but if you really want a "free" light, don't use the ambient light materials, use a light with a light material with the "blendLight" keyword in it. Blend Lights are just very simple additive lights, used mostly in Doom 3 to simulate fake shadow maps, they do no interactions with surfaces, so afaik no real lighting, no shadows and no specular/normal maps.
  22. Yes it does but it also centers the view on the selected entity, is the way I always used to do what Brendon asked. Btw Brendon loved the latest trailer of Skin Deep, add a smile during the entire thing, in this early stage is already shaping off to be a cool and funny game!
  23. Is a 11 years old card with supposed support for D3D 11 (11.2) and OGL 4.4, so on the API front should be more than enough to play TDM but it apparently only has 512MB of VRAM and that can be a big limitation on the bigger missions.
  24. Strange that I have that off?! Here is the rest of my settings also has you can see sliders have no image still.
  • Create New...