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Everything posted by nbohr1more

  1. As I recall, this was a known issue with AMD drivers and is fixed in Dev Build dev16599-10071 and newer.
  2. This indicates that the VM guest OS GPU does not support texture compression. You can try disabling compression in Darkmod.cfg seta image_useCompression "0" seta image_useNormalCompression "0" That said, you will probably find that most of the rendering is black when you do this since we pre-compressed texture assets as DDS prior to 2.0 and removed most of the original TGA data. You would probably have better luck with something like TDM 1.03 if you cannot get texture compression working with your GPU driver.
  3. You need the assets. These would be acquired by using tdm_installer. That said, the latest SVN release has assets that are not yet available in the installer so a team member would need to send you copies unless you can wait until the next Dev Build release
  4. I guess I’ll add my name to the list. I presume this was coordinated with @Springheel or another member of the team eh ?
  5. Anyone have any luck with light.setShader( string ) ? It seems to make whichever light you apply it to full-bright on the initial invoke?

  6. @lowenz I think we need to fix the visibility of this since the CVAR's don't print to darkmod.cfg but also try disable the BVH optimizations: r_modelBvhLightTris 0 r_modelBvhShadows 0
  7. Thanks! Do either: seta r_shadowMapSinglePass "1" or setting Stencil Shadows in the GUI improve performance at all ? How about toggling: r_softShadowsMipmaps "0" ?
  8. Yeah, there were a few dmap fixes since 2.10. I can't say for sure whether you hit any of the known ones but splitting brushes near lights is an old remedy anyway ( called Brush Carving by Doom 3 mappers ).
  9. I suspect that something in the DMAP precision is generating too many triangles for this brush. What does it look like with r_showTris 2 ? Does the same thing happen with a fresh dmap via the 2.11 Development Build ?
  10. Default : New Fresnel : New Fresnel with SSAO:
  11. Here are some new comparisons: Default: New Fresnel with underside darkening: New Fresnel with SSAO:
  12. As promised, a new 2.10 build is up: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210
  13. Here is a backported verion for 2.10 https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210 EDIT: I finally figured out how to fully divorce the diffuse and specular in 2.10. Attaching here for safe keeping: interaction.ambient.fs.glsl I'll upload a new pack file to moddb once I am done testing and tuning.
  14. The downloads page has links to the compiling wiki and various source versions including the current TDM 2.10 and the bleed-edge SVN version. https://www.thedarkmod.com/downloads/ If you wish to use the latter, you will need to use assets from the latest Dev Build: Regardless of which option you choose, you will need to download TDM assets via tdm_installer or at the Moddb page (etc). If you want to change the game "in real time" then you should study scripting : https://wiki.thedarkmod.com/index.php?title=Scripting_basics
  15. https://www.thedarkmod.com/downloads/ Start The Dark Mod using thedarkmod.x64 in your darkmod folder and begin playing!
  16. A little preview of the ongoing work: Since 2.11 has some major changes to shader architecture, I had to rebuild my design. In addition to restoring all my basic features, I gave considerable thought about how finicky and full of fudge factors my last design was. For the longest time, I have been unhappy about what I call the "velvet effect" on diffuse surfaces. This seems to happen because the original design has the fresnel multiplied by the diffuse. I went to great lengths to achieve the following conditions: 1) Set a dry looking default fresnel for diffuse textures 2) Make specular fresnel match the look of the specular reflections from above 3) Don't make everything shiny ( an issue that was caused by fresnel in 1.03 due to a default minimum boost in specular to everything ) 4) Avoid the velvet effect Happily, I have achieved all the goals and then some. How did it do it? Like some of my earlier designs, there are two different fresnel equations for specular vs diffuse. Diffuse has a hard-coded low power constant which spreads the effect wide over surfaces rather than being a rim effect The specular fresnel power value is initially high but is multiplied by the specular texture causing shinier values to have tighter fresnel that looks more like specular How did I apply the fresnel effect to diffuse without multiplying it or causing the velvet effect? I multiplied the diffuse fresnel by 1.0 minus the specular texture ( inversion ). This caused all the shiny areas to remain dark but brightened low or no specular areas. This still was too foggy when added to the top of surfaces so I then also multiplied the results from the inverted specular pass with an inverted diffuse map. This cause the effect to retain most of the diffuse features without becoming too high contrast or causing neutral textures to glow. Finally, probably the biggest change was that I was able to adapt one of stgatilov's changes to make the entire underside of structures darker the way it used to be in 1.03. This has a dramatic improvement to scenes like the one above. Here are the 2.11 files ( currently requires building from SVN source ). I will attempt to back-port my improvements to the 2.10 shader a little later. tdm_interaction.glsl interaction.ambient.fs.glsl Since the new dev build is out ( dev16617-10107 ) here is a pack file to place in your darkmod dev build folder: https://www.moddb.com/mods/the-dark-mod/addons/211-alpha-dev-build-fresnel-mod Edit: Woo! I got the down-shading to work in 2.10: vec4 worldN2 = normalize( params[var_DrawId].modelMatrix * vec4(N, 0) ) ; vec3 worldL2 = vec3(0, 0, 1); float NdotL2 = dot(worldN2.xyz, worldL2); float downshading2 = min (( NdotL2 + 1.38 ), 1.0 ) ; gotta cleanup the rest of the shader design and I'll post a new version.
  17. Including GPU hardware on all CPU's might be a stepping stone towards sharing Floating Point performance with the CPU. I still don't understand why AMD has not fully taken advantage of both their CPU and GPU hardware divisions and make the GPU floating point resources seamlessly available to the CPU. The AVX-512 inclusion is pretty cutthroat and strategic: 1) Blame AVX-512 for wasting silicon on Intel CPU's and leading a less competitive chip ( take advantage of an existing internal rift between Intel design teams ) 2) Intel admits defeat and deprecates AVX-512 3) Reach out to angry developers who invested in AVX-512 whose applications wont be accelerated in new CPU's and gain feedback about their requirements 4) Secretly add AVX-512 and announce it just as Intel is about to release a CPU without it I'm sure that there are a few Intel engineers ready to put on boxing gloves and get in the ring with their colleagues over this whole sequence.
  18. Some mirror textures were broken by the latest Dev build dev16599-10071: Lord Edgar's Bathouse ( upstairs ) : @Dragofer ? Edit: Fixed in Rev 16614
  19. I think you are trying to apply a driver that isn't XP compatible in your VM. Here is a video for a typical gpu pass-through setup:
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