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Everything posted by duzenko
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How to create a foggy cellar aka. make use of lights & particles
duzenko replied to SeriousToni's topic in TDM Editors Guild
LOL the fog lights are the worst I converted them from texgens to GLSL, and in the process I realized I don't want to spend any time on analyzing the math behind it. Feel free to dump the generated fog texture to a .tga and try to make something off it. I think mappers never liked it too. I suspect (!) that whatever implementation D3 had was a compromise they had to settle on because they were limited with texgens. I want to think about it as a rudiment, that we're better off without. And we'll save on draw calls too. Talking about desired behavior, I'd love the fog to account for diffuse texture alpha. This way we'd be able to fog translucent objects properly. -
How to create a foggy cellar aka. make use of lights & particles
duzenko replied to SeriousToni's topic in TDM Editors Guild
What it does now is not ideal of course Initially I tried to revise "new fog" path in fog.fs but quickly realized we already have a superior solution in volumetric We might want to copy-paste it into the fog shader and further tweak it there -
How to create a foggy cellar aka. make use of lights & particles
duzenko replied to SeriousToni's topic in TDM Editors Guild
Should be in the next beta. The exe is for quick feedback. -
How to create a foggy cellar aka. make use of lights & particles
duzenko replied to SeriousToni's topic in TDM Editors Guild
Thanks, I'm sure there's going to be at least some issues with it. Credits due to stgatilov, his work in the volumetric shader isIused here. Perfect on first try is not my style, lol -
How to create a foggy cellar aka. make use of lights & particles
duzenko replied to SeriousToni's topic in TDM Editors Guild
Try this exe https://drive.google.com/file/d/0B9OoHSmkeSeNZWdyZFliQkNsVTA/view?usp=sharing&resourcekey=0-4XspmLMtaTte6z6CuIB42g with this fog light { "classname" "light" "name" "light_fog1" "_color" "0.114 0.082 0.063" "light_center" "0 0 0" "light_radius" "496 400 64" "nodiffuse" "0" "noshadows" "0" "nospecular" "0" "origin" "432 696 -184" "parallel" "0" "shaderParm3 " "800" "texture" "fogs/delta1_fog" "volumetric_light" "1" "volumetric_noshadows" "1" "volumetric_dust" "0.0001" } Use volumetric_dust to control fog density It still gives noticeable banding though, especially with postprocessing and 32 bit color Regret your test map is missing a lot of brushes and materials, is mostly black for me -
How to create a foggy cellar aka. make use of lights & particles
duzenko replied to SeriousToni's topic in TDM Editors Guild
Do you prefer control over fog via light material keywords or spawnargs? -
How to create a foggy cellar aka. make use of lights & particles
duzenko replied to SeriousToni's topic in TDM Editors Guild
The math behind the Doom3 fog frankly makes little sense Ideally we should tweak the fog shader so that it's not giving seams, etc Do you have a test map with the that bug for me to look at? -
Your best map would be to attach a test map
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I'd remove the fixed tic option completely Vsync + fps limit should cover all possible situations
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Same from me TDM only of course, last time I checked it was like this No idea how it works with freesync, never had one
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Sounds like you're opening an opinion discussion Fps limit only works with vsync off. So with vsync on, you're basically forbidding free tics. Not only it excludes everything except 60Hz monitors, you'd also cause microstuttering due to monitor-cpu 60-herz sync-up.
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Light frustums different in DR and TDM
duzenko replied to duzenko's topic in DarkRadiant Feedback and Development
Ok, i think i get it now Better late than never -
Light frustums different in DR and TDM
duzenko replied to duzenko's topic in DarkRadiant Feedback and Development
But light texture coordinate transformation does not mean anything will be lit outside of the volume. The texture could be e.g. a sinusoid. At least for ambient lights -
Light frustums different in DR and TDM
duzenko replied to duzenko's topic in DarkRadiant Feedback and Development
Can we reliably do texture projection in vertex shader? I'd think that any perspective division can only happen in fragment shader Maybe zeroclamp on projection lights only? -
Light frustums different in DR and TDM
duzenko replied to duzenko's topic in DarkRadiant Feedback and Development
Wasn't the two-sided thing and falloff the same issue? -
Light frustums different in DR and TDM
duzenko replied to duzenko's topic in DarkRadiant Feedback and Development
Was that fix urgently required? I remember complains on projected lights two-sidedness, but the followup fix was also requested by mappers? If not, we can revert it for 2.10 and leave in svn to return to it after beta ends -
Any interest in trying to compile from source code via cmake?
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This mission could use a couple of secrets, if the author ever gets to do a version 2 of it
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Can we set the subtitle width to be fraction of screen width, or, ideally, height? E.g. 2/3 of width or 100% of height
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@JackFarmerWhat is your worst fps in the elemental cave and what is your CPU and settings?
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TLDR; your cpu is too slow for darkmod elementals on rough terrain
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It's interesting, I can't remember T2 being too hard and frustrating, certainly not to the extent of the many missions in TDM IFAIR only the final mission was challenging
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When you speak about AI been detected, you mean multiple AI teams or??
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So what is the need for the new shadow flags? Not trying to argue, just curious
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Wait for the next beta that should have some elemental game class tweaks