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Posts posted by nbohr1more
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22 minutes ago, datiswous said:
Why is that?
Alpha textures with shadows ( which is impossible with stencil )
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The Imperial Sword
By: Bikerdude
"When passing through the small town of Brouften, the locals mentioned that the Town Council have been having issues with one of the local nobels. One Lord Drafferi, who has been interrupting Town Council meetings and claiming that nobody on the council has any authority on town matters..."
Notes:
- TDM 2.12 or later is REQUIRED to play this mission.
- This FM is based on an abandoned old version of The Elixir that doesn't resemble the current mission at all as a base for town of Brouften.
- This FM should play on the vast majority of systems. I have perf tweaked this thing to within an inch of its life. And have moved almost all of the VL ligh effects to the ‘ better’ LOD level.
- min recommended spec (as per beta testing) Intel Core i7(3rd gen), nvidia 1030 4gb (GDDR5), will get you 60fps inside and 45fps outside.
- Various areas will look better with shadow maps enabled (SoftShadows set to high and Shadows Softness set to zero) at the possible expense of performance.
- When you play there are 2 LOD settings of note, normal and better. On better all of the VL lights and alpha shadows are turned on.
- I also suggest using MAPS shadows with softness set to low and quality so to medium or high.
- And lastly this mission has subtitles for all the custom audio and briefing.
Tip:
- When searching for needed items, use the "F" \ "Lean Forward" Key
Brunting Steel:
The sword in this mission is made of Brunting Steel which is a semi-mythical metal in the TDM universe. It is similar to Damascus Steel which was famed for it's strength in comparison to other steel swords. In TDM mythology, it was originally forged on an island utopia, similar to the fabled metal "Orichalcum" crafted in Atlantis.
The first mission to mention Brunting Steel is "Crucible of Omens: Behind Closed Doors"
Download Link:
- (v1.3.6) - https://drive.google.com/file/d/1mu-FdGH1FivMgt4Fy1OgwiDjvIpA1Uck/view
Changes:
- The briefing has been tweaked to remove some of the confusing aspects, aswell as the audio, so the narration is easier to understand.
- There is now more than one exit point to complete then mission.
- A number of annoyances that some players reported have been tweaked or outright changed.
- In game map
( The mission is also available in the Mission Database )
https://www.thedarkmod.com/missiondetails/?internalName=imperial_sword
Credits:
A big thanks goes to -
- nbhor1more for his fantastic story and readables.
- WellingtonCrab for the fantastic signs, plaques, decals & other textures.
- Mortem desino, Narrator for their awesome and subtle custom dialog.
- Goldwell for the "Grumpy old man voice"
- Datiswous for the subtitles
- Kingsal for the awesome new grass and flowers.
- Flanders and Melan for their excellent models and textures.
- Nobiax for his excellent small plants - nobiax.deviantart.com.
- kyyrma and GigaGooga for thier ever-handy sounds packs.
- Obstortte for the custom frob script.
- Jackfarmer for the brilliant custom briefing.
- freesound.org for ambient tracks, further details in sndshd file.
- Beta testers: Mat99 (star tester), Nbhor1more, Amadeus, Xak, Jackfarmer, MikeA1 and S1lverwolf.
Teaser:
Before and After screens:
Spoiler15yr Anniversary Contest Thread:
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OK here is the material:
lights/ambientlightnfo { ambientLight lightAmbientDiffuse _ambientWorldDiffuseCubeMap lightAmbientSpecular _ambientWorldSpecularCubeMap lightFalloffImage makeintensity( textures/lights/ambientlightnfo) { forceHighQuality map textures/lights/ambientlightnfo_amb colored zeroClamp } }
The _imageName in materials refer to "engine textures" that are generated when the engine launches.
In this case it's a cubemap ( _ambientWorldDiffuseCubeMap ) with lighting on the top that has a gradient to the sides.
Again, we assume that you are blurring the input cubemap according to irradiance specifications.
We have material keywords ( bake**** ) that can blur the cubemap but it's not as good as using a 3rd party tool:
lights/ambientCube/cubeSky { ambientLight lightAmbientDiffuse bakeAmbientDiffuse(cameraLayout(env/lights/cubesky)) lightAmbientSpecular bakeAmbientSpecular(cameraLayout(env/lights/cubesky)) { map lights/squarelight_amb.tga colored zeroClamp } }
https://wiki.thedarkmod.com/index.php?title=Light_Properties
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I'll look at this when I'm home but the "material def" has the path and conventions.
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I think that the zol_nofalloff texture doesn't use the new cubemap method like the default ambientlightnfo does.
You can try experimenting with an alternate cubemap image to see if you can achieve the desired results.
The cubemap is meant to be an irradiance map image.
See:
Most mappers who aren't satisfied with the available ambient lighting options will use "bounce lights" ( AKA regular lights with ai_see set to 0 and set to noshadows ) to enhance the look of ambient areas.
I liked the ambient shader in TDM 1.03 because it had a fresnel effect and better specular response, thus I created a shader mod that players can use to have something similar in TDM 2.12 :
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tdm_end_mission will finish your current mission and permit you to move to the next.
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Any plans to merge the other Hidden Hands missions into a larger campaign pack?
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4 hours ago, jagedew said:
My specs:
- Ubuntu 22.04.4 LTS
- Quad core Intel Core i7-3632QM
- 8 GB
- NVIDIA GeForce GT 635M, Intel 3rd Gen Core processor Graphics
- X.Org X Server - Nouveau display driverRuns smoothly with these settings:
Resolution: 1024x600
V-sync: Off
A-aliasing: Off
Texture Anisotropy: 1x
LOD: Low
Shadows: Stench
Soft Shadow Quality: Off
Max FPS: 60
Color Precision: 32 Bits
Ambient Occlusion: Off
Bloom: Off
Frontend Acceleration: OnThe only problem is that every time I quit the game, it won't change back to screen's native resolution (1600x900). It just stays 1024x600.
Why not use the Nvidia proprietary driver?
Instead of choosing a lower resolution, you should lower your "render scale". That way there will be no mode switching when you go to the desktop and the GUI will remain at native resolution.
Also, even if you set Max FPS to 60, we recommend that you select Uncapped FPS mode because it works better than the old Doom 3 capped mode.
See also:
https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
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I guess more accurate is that "reflection intensity" is more akin to "reflection blur amount". The more metal the less blur. ( And the more metal the more specular color, of course. )
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Metalness is specular color and reflection intensity
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3 hours ago, Arcturus said:
Here's Unreal Engine 5 with just normalmaps plus diffusemaps connected to 'color'. Metalness is set to zero and roughness is set to 0.7 on all materials. It would look pretty similar to current Darkmod, except for the missing additional specularity on metal parts.
can you test setting the roughness to the specular map?
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2 hours ago, huntaffer said:
I am playing on Linux, Intel core5, GTX 1650, which is not a weak GPU, but low midrange at least.
FPS is dropping from 60 to ~30 in some areas and its annoying.
Any optimization possible ?
As TDM versions evolve, the more this game becomes slower.
What TDM version are you using?
Did you follow our performance guide:
https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
?
Please post your Darkmod.cfg
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RBDoom3BFG solved this by figuring out by determining the approximate roughness and metalness that Doom 3 specular is supposed to convey so old materials would render with a similar characteristic but integrate well while new materials use new roughness and metal maps.
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This "5 mission campaign" is now available in the mission database!
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For some reason the formatting is mangled.
It should look like:
tdm_missioninfo oldman
{ "downloaded_version" "1" "last_play_date" "2024-08-31" "mission_completed_0" "1" }
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Keyboard settings = DarkmodKeybinds.cfg
Other settings = Darkmod.cfg
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Biker's mission "The Imperial Sword" is almost ready for release!
The town of Broufton awaits:
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I still feel that brushes should be mostly reserved for simplified collision, monsterclip and map sealing \ caulk due to the inherent performance liabilities of making complex BSP designs.
However... I would love to see some wild texture bake across a large \ complex brush design that puts vertex blended transitions to shame. Downside is that the texture size would be pretty large which would cause it to look pretty nasty for low-end players who use image_downSize for performance.
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3 hours ago, jaxa said:
Are you reminding to match the refresh rate of the laptop (not specified) or is there a technical reason?
The original capped FPS mode that Doom 3 ships with ( and which is still part of TDM ) has an intrinsic timing bug that doesn't play well with modern operating systems and drivers. Setting FPS to uncapped in the advanced menu ( com_fixedTic 1 ) will make TDM run much better even if you set the max FPS value to 60
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I think the specs look good. The lower end GPU’s tend to have less raster hardware ( ROPS ) so you might need to change the “Render Scale” setting if the screen resolution is higher than 1080p but otherwise it should be pretty smooth ( don’t forget to uncap your FPS )
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After some consideration, I think we already have all the needed ingredients.
1) Create a trigger patch which calls a teleport script
2) Create a security camera gui ( non-solid patch )
3) Use a script to move the security camera entity relative to the player's eye location and the distance to the destination "portal"
The only tricky part is calculating the surface normal of the destination portal so the camera always uses the correct offset
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Hmm...
Try creating a glprogs folder under your darkmod folder and place the changed shader I attached here into it.
Fan Mission: The Imperial Sword [ 15yr Anniversary Contest ]
in Fan Missions
Posted
Hint:
It's in another "important" building.