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Johannes Burock

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Posts posted by Johannes Burock

  1. Today i've tested a perf.testmap on another pc.

     

    nearly 2600 (!) stones in 9 seperate FS....in one big room

    14 lights...with 4 shining on 4 FS and the other 10 on 2 FS

     

    and it run with 60+ fps and 40 fps when walking (collision)

     

    system: intel quad 4x3.6 GHZ, 8 GB RAM, Radeon 4870x2 (the second one isnt used by doom wright?)

     

    i think in times of i7 (esp of the new sandy bridges) this arent the best systemparameters and so the performance for this hightris and light map is really ok...

     

    post-3575-129658361403_thumb.jpg

  2. What happens if you manually place a stock ivy plant in the scene?

     

    (Did Johannes play with the material definitions or textures to get that look? )

     

    I like the FPS boost smile.gif

     

    Nope i didnt...but this are 3d vegetationparts...so different lightreflection and shadows...

    are the generated ones also 3d Tels?

  3. These shots are stunning, especially the second one wub.gif. But I think that details like that are just too much for old doom3 engine.

     

     

    I also think so...but i already have changed some things ( not detail but better way of rendering / fighting every useless tris i can find^^ )

     

    I NEED A NEW ENGINE xD

  4. its all the custom patchwork, how much of it have you converted to FS..?

     

     

    all single stones from 1. the ground 2. all walls 3. the supporting beams 4. all pillars 5. the vault

     

    and that it is + many bottles, the rags...

     

    all stones, pillars, vault etc are patches or non touching brushes so i can create one big FS, am i right?

  5. after some more testing with the stones i use them also for walls...

     

    post-3575-129633725488_thumb.jpg

     

    1. you know fps of pic + 20 = gamefps

    2. yes i know, both walls are the same stones...but the impresion is there

    3. and yes i know most of you liked the textured ground and so more but: I LOVE THIS STONES wub.gif

     

    [edit]

     

    and another one

     

    post-3575-129633815666_thumb.jpg

     

    The additional lamp in the pic is clearly pushing down the perf....

    The torch isnt in there only the light

     

    but that it is (in my oppinion)

  6. Yeah, what you can do is turn all the stones into a single func_static and then just put a big monsterclip brush just over the top so the Ai can walk over it. Equally you can make each stone into a FS and then just replicate, I assume you only have a few stone shapes and you have just replicated each shape to create the illusion of a random stone floor..?

     

    You may have Vsync turn on which may be causing the FPS drop when you take a screenshot, what gfx card do you have in your laptop?

     

     

    1. no there are many (!) different stones...i start in one edge and then good luck and put one on the others...copy one rescale and so on...work work work...

     

    2. GeForce 9650 GT 1GB VRAM...not the best but so what....this year should come a new machine...

  7. Hmm that is gonna eat FPS if its in a big enough room...

     

    Johannes, can you do me a favour and turn on the FPS counter so we can see what FPS your getting? also what resolution are you running TDM at..?

     

    To get the console up in TDM press the following keys (ctrl+alt+`) the ` key on an english keyboard is next to the "1" key just above the TAB key.

     

    Than with the console up type com_showfps 1 to turn on the FPS counter and com_showfps 0 to turn it off.

     

    i have the fps counter on already but often cut the pic to the important parts...

     

     

    post-3575-129623822009_thumb.jpg

     

    so let me tell smthing to this

     

    1. when i make a shot my fps get down ca. 20 fps...so the fps is normaly about 40-50

    2. there are some improvements on the beam which get down many (!) tris but i didnt this until now

    3. my system isnt very fast-> 2 years laptop 2x2400 MHz and 3 GB Ram (32 Bit Win 7) but a 1 GB Gracard

     

    4. Here the stones are put more together...does it loke better then the other one in your oppinion ?

  8. @ springheel

     

    every stone is stone for its own...an then natural stonetex on it

     

    @ tels

     

    ok, i know what you mean, i look what i can do. The stones i made a bit bit flater...its an "older" screen

     

    @ all

     

    is the look of the ground generally ok or....?

  9. Here's an example of Sotha's vaulted ceiling:

     

    http://modetwo.net/d...post__p__222893

     

    As you can see, the proportions of the supports are a little thinner compared to the scene. It has a high-fidelity ornate look but also seems to contrast against the detail level elsewhere in the mission. I'm sure there are more extreme examples but the concept is, for many if not most mappers, the architectural detail level varies wildly from item to item and location to location. So you will have scenes where a beautiful staircase is next to a blocking wall fixture (etc).

     

    Your screens seem to show that every element is given about the same amount of detail. This lends a certain appealing aesthetic consistency. It looks like you've down-sampled the whole map from one that was consistently high-poly across the board to a lower resolution version.

     

    It might be stifling for some mappers but I kinda think it would be cool to somehow gauge the performance of various detail levels and have a contest where all the architecture in a map has to have this many triangles per doom unit (etc).

     

    It's pretty cool that this ability to spread out the detail-level evenly is a natural part of your artistic style.

     

    smile.gif

     

     

    1. i also build such small supportbeams in some testmaps:

     

    post-3575-129621613143_thumb.jpg

     

    but as an engineer i say thats not usefull...so no one build it in this way...an so its not realistic...

    like the old link http://de.academic.ru/pictures/dewiki/67/Chillon_gotisches_kellergewolbe.jpg also in the middleages they build more substantial.

     

    2. evrywere the same grade of detail...:

     

    in most games ( and ive played very often in the past) i never have seen a well detailed pard direct next to a non detailed one...there is ever a visible border between them...a wall a river an so on...also in cities a ghetto in rio is next to a skyscrabber but no time a mixed form...thats a result of condition. Ok thats a bigger example but also if my flat gets untidy its a permanent action. normaly one room is untidy, then the door and the corridor is clear. I never have one room which is tidy on the one side and clean at the other.

    And you have seen the higklights...some barts between are not SO detailed...

  10. Wah? I'm not sure if you are arguing the aesthetics of the picture or the map itself.

     

     

    when i think im sitting in the mission at this point and one guard is walking around it looks like a man in a static pic...

    in the second miss of thief 2 - harbour - i had the same prob...all the paral. and orth. lines looked very static

    I think that reduce realism and atmo....

     

    If you dont think so its ok. The building etc looks very cool, thats not the question. Dont know if im the only one who think so...?

     

    Clearly its not criticism but i think this could it make a bit better

  11. You do beautiful work Johannes! wub.gif

     

    I do have an observation though (not a criticism). I see that you seem to use chunkier architecture for your construction technique. It's as if you are doing Voxel art like a Minecraft map (with smaller blocks) then refining the polygonal detail a little more after you've done. The technique seems to be a good way to evenly distribute poly counts to architectural elements. Similar to Serpentine's patch tessellation guidelines.

     

    Was this an intentional methodology or just something that is a natural byproduct of your art-style?

     

    1. thanks

     

    2. dont know what you mean exactly in the last pic with voxel work. The vault should be 8sided like this:

     

    http://de.academic.r...llergewolbe.jpg

     

     

    3. all i build is improvisation...i'm interestet in the middle ages, so i often read books about and see pics...and when i build i recreate it subconscious...in the upper link you can see the vault and pillar looks like this one on my pick, becuase i've often seen this style in books...its typical.

  12. Afternoon

     

    A few screens to wet the appetite, this is a map that Lemony, Jdude and myself have been working on..

     

    shot00001oz.jpg

     

     

     

    The pictures looks good...but to this one above: anything wa wrong with it when ive seen it first time....after long thinking: i think it looks very...static...let me tell what i mean

     

    from this point all vanishing lines get straight into the middle/ center of the pic...red lines...

    i think anything should cross this ones...yellow line...

     

    post-3575-129615801705_thumb.jpg

     

    if the player cant see the map from this point nevermind this idear.

     

    dont missunderstand me...apart from this point a very cool pic...i mean this as a cause for thinking

  13. This is only technical possible in two ways:

     

    * use a modelling program to manually merge the models (like Blender)

    * use the SEED system http://modetwo.net/d...nt-lode-system/ However, to do so you probably should wait until v1.04 because the system has been renamed (including all spawnargs). This system can rebuild rendermodels at runtime, so it can combine the various func_statics. (However, I have a hunch that some of the features would not quite be implemented - never tested this).

     

    However, what I'd like is to test it, could you maybe extract a small (!) part of your map with the vegetation so I can see which one it is? Then I'd have an actual use case, and not just testmaps to work on.

     

    Edit: Anyway, combing all the woodwork first would already improve performance, the vegetation is probably not that relevant smile.gif

     

     

    send u a mappart in a little skybox...did you recived it ?

  14. argh, ive got a problem:

     

    yes i want to to merge the vegetation in the last pics to one func static...for this i used the little premade models.

    the problem is now: i cant merge premade models and cant revert them to worldspawn and then func_static together again...

    Is there a way to do this? , or have i to recreate them as worldspawn and so on...(timeconsuming)...

     

    Thanks Johannes

  15. very very pretty SS there Joh, lighting is a bit over saturated though. And just be aware all the inaccessible non-structural brushwork needs top be converted to func_static to keep the tris/draw count down..

     

    I know i know... the lights are not set in this way in final version. This is only for showing the mapprogress and the optical points...in some pics i added additional lights to show the whole scenario.

     

    Thanks to all for the positiv replys. If you have something you think it should be added in the pics please give me an idea...you know constructive criticicm is of course positive...

     

    And to answer this as well: No, i'm not a professional mapper

  16. Yes, the level of detail is stunning, certainly the best I've yet seen in TDM editing so far. Keep up the good work!

     

    I'm curious, could you please tell me what "r_showprimitives 1" (typed in the console) gives you for the scene seen in the quote? I'd love to know what kind of performance impact does such a detailed scene have.

     

     

    about 1000 draws (950) and about 100.000 tris...but i must say there are only worldspawn brushes. I didnt change some of them to func_static...so it should be a bit less...

  17. first: yes, i know there are subfolders...there are this skins i said.

    I mean the >darkmod >nature > mushroom_1-3.lwo.

    There are only the selflit_colour_dull mod's.

    If it is so easy and fast to do it would be very kind to do a new skin...but not to much circumstances for you.

     

    thanks Johannes

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