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Johannes Burock

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Posts posted by Johannes Burock

  1. after playing around for first test for th burial grounds (without bloodraven ^^ for the insiders) here the first try:

     

    http://modetwo.net/d...post__p__252225

    it is an old overgrown one.

     

    and a big question:

     

    want to create an ghost light which is flying a patrolway...

     

    i have a light and a (not the best) func_emitter.

     

    ive never done such things here before...so how to combine them and bring em on a patrol way ?

  2. sorry, let me make sure i'm getting this right. you are generating 20 fog particles in one area, with a framerate of 30, and without any fog, you get 60+ framerate?

     

    hmm i am not exactly sure what goes into particle performance issues. but perhaps its possible that a particle like dustfog3 could be made into a larger particle effect, and thus use less particles total in the map, and maybe this would do the trick...

     

    edit: JB, also, try disabling v-sync and run it again. that could be a quick fix. anytime you are measuring performance its much easier to keep vsync off because it doesn't clamp the framerate.

     

    after disabling vs its about 4 / 6 fps better...but crysis 2 is running well on my sys. What is the problem here.

    Here u have a example pic, i player around with SEED and fogs:

     

    post-3575-130109078159_thumb.jpg

     

     

    9x fog from ungoliants tex in a big patch

    4x fog from ungoliants tex in small patches

    3x dustfog as emitter

    1x fog fgrom a lightfog

    2x non dynamic lights

     

     

    and when the fogs are away its running >60 fps

  3. ok, after spending some hours in texturecreation:

     

    some can lood very 3d with the normal maps...tesselation isnt avaiable, but what is with parallax occlusin ? or is there another way to get more 3d effect into the maps?

     

    EDIT: after some searching: iknow its not possible, but there is a mod for doom 3 to give pm in addition...so is it possible to get such a thing into TDM ?

     

    there are some mods: sikkmod, extreme quality mod, parallax mapping mod

  4. ungoliant did you use more than one patch? if i create a bigger patch for a "big" (900x700) area it is a very very very....thick fog and also my (high end) pc is getting down...

     

    EDIT: ahh get it. my patch was subdivided and for every quad i get one fog...so with 100 fogs that was a bit overpowered^^

     

    by the way is there a way to create more particleeff on one screen without getting down in perf so drastical ? if i have f e 20 fogs i have a fr of 30, without >60...and if i look to modern games...

    is the problem the engine or is there a way for pushing?

  5. Meh, nothing impressive there at all. Just a hallway lacking any personality or character.

     

    boom, finishing move xD. That was very...direct. edit: have now seen the org. discussion in the other thread...

     

    and to the diffferent arches: yes there are rebuild buildings but if it is a castle (and it looks like) its very untypical. old castles which were datroyed were not rebuild in later eras because the military benefit wasnt very high...how i sid its a little fussy but a little point of perfection in realism...

     

    edit: yes its fantasy...how i said: dont mnow if somebody realize this "problem" at all. And i think feeling in game is more intensive (for me) if such general things are realistic.

  6. no critisism...but on the pic you have a round arch and on the other one sharp ended ones...these are two different parts of construction history /eras...romanic and gothic. if it is in one building it could be contradictory. Dont know if somebody of you play a game under this point of view (?)

    in reallity you nearly never find a mixed building.

     

    i know i never give a good word...iam more a conditioner...i give advices ^^

  7. by the way, i think these caves are much easyer to create than other things ( f e broken parts of a bridge, trim...)

    dont know how sotha think about but it is only a cylinder with additional rows and cols and then a more or less random point pushing...

     

    i think for a newbie, what i was with patches to this time of cavecreation, it is very simpel.

     

    the real mastery is to have a broken trim which cons of 5 patches on its own and the braking point itself also of 3 or 4 patches...

     

    right?

     

    edit:

     

    post-3575-130080689052_thumb.jpg

     

     

    this is what i mean ONLY the DAMAGED parts are 12 patches...and to fit this is th hard way..

  8. You work for AMD, Nvidia, or Intel, don't you Johannes?

     

    You are practically forcing TDM players to buy new hardware :laugh:

     

    (I really hope I can play your FM with my crappy PC ^_^ )

     

    give me all your money...cool.gif

     

    nope...what you see is 1 ! patch and some plants, water+ lights but i know how to use this one patch ^^

  9. post-3575-130030659136_thumb.jpg

     

    post-3575-130030660357_thumb.jpg

     

     

    and there is the prob on the second screen:

     

    every time i have the wooden ornament tex on a brush it doesnt cast any shadows...i also tryed to set the noshadows prop. to 0 to specify that it should cast shadows but that doesnt help...

  10. Very cool and props to place the windows correctly into the "fächer" between the beams! :wub: (The only change I'd make is to make the vertical beams *slighly* thinner than the horizontal ones, but that is nitpicking :)

     

     

    right, missed to fix that for this beam... done that...on the other pic the beems are thinner how you could see...

  11. post-3575-129941968237_thumb.jpg

     

    and now a question, i know ive seen the ans but cant find it anymore:

     

    how can i change the lightcolor of a precreated entity - candle-...which property i have to add? (in the light insp. i cant change anything)

    or is this only possible for light ent which are a light on its own?

     

    Thanks

  12. I wonder : how do you paste texture correctly on all that bloody curved patches ?

     

    most of them are going with - natural - some u have to fix with the texture tool (strg + alt + t). Thanks to Tels at this point to give me this advice.

  13. Fantastic, :wub: the only minor nit I'd have is that the cracks on the floor would have been filled with dust long ago, so they shouldn't be that deep.

     

    thats right...now i have the old brush under the stones and a higher one with a decal-dirt... now there are flat stones, cracks with sand/earth and dust in it and a bit higher stones to make the floor more uneven.

     

    and thats the pic:

     

    post-3575-129907388283_thumb.jpg

     

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