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nbohr1more

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Everything posted by nbohr1more

  1. LOL.. Don't worry Johnannes. Shadowhide has already praised your work so you won't need to protect your ego from his "strong opinions".
  2. I know! That rascal solarspace can never stop criticizing the work of TDM mission authors... ( ... ... )
  3. Yep: Use seta image_useNormalCompression "2" and see if that helps. Edit: Ninja-ed by Sotha
  4. @Melan: It doesn't sit well with human understanding but the general figure is to group 500 to 1000 triangles to a texture. So that OpenGL state changes don't happen every few triangles. Again, if you want more texture variety in a scene you can fool Doom 3 by creating a texture sheet that includes all the textures in a scene. This is all to help CPU performance. The other thorny issue is that if you batch too many triangles to a texture that can hit GPU too heavily. So you have to try to reach a happy medium ~~~ After again re-reading Lunaran's "Strombine" article, I have hit another clue: What I think Lunaran is saying is that EVERY light invokes a unique GL state change. The light projection textures don't batch together...? I wonder if that is the case? Does that apply to BlendLights as well? Since Sikkpin was able to make the interaction shader accept a Cubemap could you also alter it to accept multiple translated textures and thus improve batching? Hey, can lights have multiple projection images applied to them via material stages...? If so, rather than build paint a complex texture like Lunaran you could composite via stages that use the same texture... Maybe that would batch better as well?
  5. It failed on a Malloc Error. I apologize if I've asked this before but are these values present in your DoomConfig.cfg ? seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1"
  6. Thanks. ~~~~ Let's put it this way: If you were on a team that creates sand sculptures and you passed by a home that had a terrific snow sculpture in the front yard, would you then wonder about inviting the snow sculpture artist to join your sand sculpture team? Of course you would. Dark Radiant was designed to be an interface that is welcoming to Dromed veterans in comparison to Doom 3's editor. I can guarantee that almost any seasoned TDM fan will spend at least a few moments of idle speculation about the arrival of their favorite Thief FM author to this scene. It's not a slight against Thief, it's just a desire to see talented folks push TDM to it's furthest potential. Sure, there's a chance that the skills wont translate. Someone may be a master of distributing visuals over low-poly architecture or can paint static lighting in ways that don't fit in Doom 3's high-poly dynamic world. But that will never stop the imagination from wandering to the what-ifs of seeing an old master try out this new tool-set. If just one more TDM mapper of Fidcal, Komag, or Melan caliber is found amongst the Thief mappers then we would be tremendously fortunate. Of course we should never put-down the works of active Thief mappers. But that asking Thief mappers to try TDM is never intended as an insult to that community or their work. It is merely a natural curiosity about what TDM could be like if supported by the best of the best. Do we need any more Thief veterans? Hell no! The existing stable of authors are TERRIFIC! It would really just be an extra bonus to see any old Thief masters arrive here to boost the numbers. ~~~ As much as this mod is built on the FM tradition, I think the true goal should be to attract NEW authors. Simply scavenging from the TTLG crowd is not a fruitful way forward. We need authors who have an affinity for the subject matter but may come from different gaming backgrounds. TES is a good starting point... Are there any other realms of players that fit this affinity? I am dread to check-out World of Warcraft forums but it's certainly possible that they would like the pseudo-historical setting of TDM. What about Guild Wars, The Witcher, Dragon Age, Age of Conan, Everquest II forums? What about The Hitman series forums? ~~~ Rant (as if the above weren't one ) One place that I know that has been positive about The Dark Mod is nvnews.net. (Likely due to Doom 3 having a reputation for working better on nvidia...) I was planning on reminding them about the progress of this mod but it appears I've been flagged as someone who is unworthy to post in their forums. This is likely due to my long-standing membership at Rage3d.com and my outspoken criticism of nvidia's dirty tactics in the GPU business. I find it doubly reprehensible that nvnews has added me to the banned list for my opinions when I consider the fact that Rage3d openly accepts amongst it's ranks die-hard nvidia fans. If anyone meets the requirements to enter their little "censored walled-garden nvidia utopia" , please find the old "The Dark Mod" thread and revive it with current news. Thanks. Rant over
  7. The last thing I read over at D3W the Light Carve reports were like: Up to 3X the number of polyons (thus map size in MB) for 10 to 50% boost in FPS. Contrary to Orbweaver's statement, the other mappers (at the time) were all advising manual splits as apposed to lightCarve but Modwiki's current word on the subject is that light counts don't matter much anymore (waste of time... just as Orbweaver stated) so just focus on shadow casting. Quake3world seems to be of the opinion that noshadows light overlaps are less important than texture batching. Still... GPU resources aren't unlimited and optimizing light counts is still an option to squeeze more prettiness for less impact. I am just curious how well some of the mappers fare against lightCarve and whether even HUGE maps still perform better if it is used. I'm pretty sure that since Baddcog has already extolled the virtues of manually splitting lights that his maps or ones that he's helped with probably wouldn't see any boosts. I would also be tickled to see some super-duper hardcore "Brush Carve" mapper that uses ALL of the techniques including "noFragment" and "discrete" materials to bend the map compiler to his\her will. Just out of curiosity: If you make brushwork Func_Static the map compiler will NEVER cut it, correct? If so, then if you carefully arrange Brushwork seams between Func_Static's you could let LightCarve cut them up without worrying about too many polygons being generated? Best of both worlds?
  8. For old times sake I will evoke my previous devotion to "the free side": GNOME FOREVER!!!!!!!!!!!!!!!!!!!!!!! Apparently "Gournal" is the closest thing on that side of the fence.
  9. That's a big 'effing castle\fortress there Biker Can't wait to visit
  10. Looks great. A pedestal for some valuable loot?
  11. Thanks for the update! I'm glad you've got it working and hope to see you participating in the vote for the Seasons Contest 2011. See ya 'round the forums!
  12. Glad that worked Biker. Using a BlendLight would've been a pain because you'd need to modulate the opacity with the projection texture.
  13. Hmm... Fog distance is calculated from the player... I wasn't sure if a portal-sky camera would count but it looks like it won't... You might need to use a BlendLight instead...
  14. This is a portal-sky...? If so, how big is your skybox? Maybe you need to change the ShaderParm3 (fog distance) ?
  15. I think performance is nearly as good as it gets for these missions without mod updates. If all the custom AI scripting in NHAT 2/3 gets incorporated into the SDK then that might boost things a bit. Grayman's conjectured AI performance improvements would likely help here as well. If SEED is improved or more SEED assets are made then that would help too. (Someday, maybe I'll have enough free-time to try my "noDynamicInteractions" experiments on the some of the trees (etc)).
  16. I will look into uploading v1.05 to moddb. Right now the latest version there is v1.03. ...perhaps you can find another PC where you could use the official torrent? http://www.bloodgate.com/mirrors/tdm/pub/thedarkmod_1.05.torrent
  17. Looks terrific! I can't wait to see him in-game.
  18. Go for it before DDR3 prices fall and DDR2 becomes a legacy product (and thus very expensive). Which will be soon I'd say...
  19. That looks great PranQster! Welcome to the Upcoming Fan Missions club.
  20. It automatically cuts the map up per light volume. A lot of early Doom3world mappers reported major speed boosts with it but it makes your map HUGE because it cuts polys all over the place. If you have already split large surfaces with lots of lights with texture tricks or trim then you might not see any real boost but it would be interesting to compare... Man verses Machine thing.
  21. I will sure be interested in any changes you make to this one but I must admit that I've always liked the city section even as far back when it was a standalone before being merged with the cathedral. I will humbly request that you retain as many of the iconic visual features of the current city version as possible. Also (Since I've studied the topic), I am now dying to know how a "light carve" dmap of this one would perform (and how huge it would be)... dmap lightCarve stac16.map (if you are interested).
  22. I was thinking about the size issue there too... Though a Megatexture could be used for this (at great pain and inconvenience to it's creator )
  23. If I'm not mistaken, the scroll that Serpentine was trying to perform was supposed to move in discrete increments such that at each frame a different image appears mimicking the behavior of a film strip. So no scroll motion was supposed to be seen in his example either... it should have produced a succession of animation frames. scroll table32[ time*0.9 ] * 0.03125, 0 The problem that Serpentine appears to grappling with is the quality of what is inside each frame
  24. One problem, You need to move all the NHAT pk4's to their own directories. (or move them delete the NHAT directory, then past them individually into the FMS directory). Two: What mission is "Entertainment" ( "entrainement.pk4" ) I have never seen this in the listings... Link please? (This may also contain some problem overrides (etc...)) ~~~~~ Edit: Ah hah! That is an alt for Training Mission (which you already have installed) so that may be an older version that has old content (etc)... Remove entrainement. and along with fixing your NHAT install then update the thread with further symptoms \ errors if these problems persist...
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