Jump to content
The Dark Mod Forums

nbohr1more

Development Role
  • Posts

    12129
  • Joined

  • Last visited

  • Days Won

    199

Everything posted by nbohr1more

  1. You'd better not sell this FM Melan!
  2. I know that _currentRender is a render-to-texture which is kept as a dynamic memory image. From what I've read "_scratch" collects everything from the previous rendered stage into a buffer. I was trying to render that buffer as a diffuse stage. Maybe "_scratchRender" ? There must be a use for these things? Dynamic Internal Images: _black - A pure black image map._cubicLight - ???_currentRender - The current rendered image on screen. Used primarily as the input for fragment programs._default - ???_flat - A flat normal map._fog - The internal fog image._noFalloff - ??? Used as the light falloff image for lights with no falloff._pointLight1 - ???_pointLight2 - ???_pointLight3 - ???_quadratic - ???_scratch - An image buffer. Used primarily when rendering mirrors._spotlight - ???_white - A pure white image map_screenBlur_scratchRender2_scratchRender_noise1Cur_noise1Nxt_noiseNormalMap Maybe "TexGen" "Normal" would fill the scratch buffer instead of a dummy blend? Edit: Nope... (Thanks Team Blur!) texGen normal Generates texture coordinates for a cube map texture by copying normal vectors.
  3. Thanks for the answers Rich and OrbWeaver. In the first example, I was trying to create a blendLight that doesn't have an emissive quality that the normal additive blends do and it would be light-reactive. It could be used as an alternative to grime decals in the same way as Rebb's blend filter example works but (again) light-reactive. It could also be used to achieve an effect similar to vertex-blended textures. Unfortunately it appears that this wont work. In the second example, I was trying to create a decal that captures the lit texture behind it and renders this as the diffuse stage. This could be used for a lot of the same applications as a render-to-texture and wouldn't require an expensive post-process cycle. I was thinking that mirrorRender could be tricked into something like this as well. But, yes, the second one looks a bit like a paradox because: 1) The blend stages rely on Alphatest 2) The Alpha is fully transparent 3) Only the diffuse is light reactive 4) In an Alpha test material the non-alpha portions are what determine the opaque foreground 5) The diffuse is being made from the material in the scratch buffer 6) The diffuse is being asked to be opaque after getting the scratch buffer I will test when I can anyway...
  4. Fixed the Wiki search so that all Skybox category items show when searching for "Skybox"
  5. Not sure if this will help but Sotha created a more detailed tutorial: http://wiki.thedarkmod.com/index.php?title=Skybox_Tutorial (didn't see anything about brushwork...)
  6. Another: Is it possible to perform an "empty" blend blend stage (pure transparent) then use the "_scratch" from that stage for the diffuse stage and set that stage to IgnoreAlphaTest in a material? textures/My_Custom_texture1 { sort decal { blend blend map {some texture} Alpha 0.9 } { forceHighQuality blend diffuse map _scratch IgnoreAlphaTest zeroClamp } }
  7. Quick one, can a blendLight do a diffuse blend? lights/My_Custom_Light1 { blendLight lightFalloffImage makeIntensity( textures/lights/map_specific/My_Custom_Light1_Z ) { forceHighQuality blend diffuse map textures/lights/map_specific/My_Custom_Light1_XY zeroClamp } }
  8. You need to settle this via a "Seasons Contest" entry...
  9. Congrats! (Bikerdude recently griped about hearing the music over-and-over again while map editing so I was able to scoop some details from his thread...)
  10. I'm not sure if this is the same music but Moddb has an old "Official Soundtrack" download available: http://www.moddb.com...oundtrack-vol-1 Other than that you would need to find the ogg file in one of the TDM pk4's... I think the path is like: darkmod\sound\meta\menu\amb_nocturne_menu.ogg (Probably inside tdm_sounds01.pk4 ... you would need to copy that to your desktop then rename it tdm_sounds01.zip and extract it...)
  11. Yeah... It looks like trackers 2546 and 2547 seem to be relevant to this concern...
  12. I think the Furmark benchmark is a pretty good way to tell if your artifacting in general and thus have hardware issues. I would get some canned-air and dust out the GPU fan (and other case fans too)...
  13. Oh well, The press-angle of a "battle of the titans" between two speed-built missions was pretty compelling. I'll have to stir-up a Sotha vs Carnage rivalry ...
  14. So this will have a couple of rain drops and falling leaves and maybe boost the census number for the Seasons Contest???
  15. This is great. It's like TDM's big "nature vs nurture" debate Yes, given how equally divided things are... I'd say this should be mapper's choice. Next we will debate whether all missions should make a Blackjack available to players... (super-flame-warz! )
  16. If that is the Laptop you were testing v1.03 with, perhaps a cooling-pad underneath would help...
  17. That's OK, scale can also be applied to materials for other purposes so it's not always clear about it's role... but it's main mission is resizing.
  18. Try "scale" http://www.modwiki.net/wiki/Scale_%28Material_stage_keyword%29
  19. The concept is that the decals are repeats of the same decal texture. You can then group them into a single func_static that applies all decals with the same texture at once. That was a method used in Strombine. Edit: Texture Sheet concept (texture atlas): http://wiki.splashdamage.com/index.php/Texturesheets
  20. The most depressing thing I've read recently is that texture variety is pretty high on the list of performance offenders. If you can find places where the textures variety can be reduced and grimes \ decals can make it look acceptable then that is another (painful) option... Though making a texture atlas out of a bunch of the textures in a scene can reduce this problem a great deal. (a lot of work though...)
  21. As I understand it, the physics system will become more encumbered the more stuff there is to track. Though mostly this is done to keep map sizes small rather than for performance.
  22. Ah, my Sotha mission backlog just keeps growing. I'm beta testing another mission so this is kinda a shirk of responsibilities but I couldn't resist checking this out. I am already in love with the whole premise and game mechanic of following the lady to the hideout. The setup is clever and the execution is goddamned terrific! Please keep 'em coming... Maybe if you are too busy to build from scratch you could add yourself to the list of mappers who take-on abandoned missions and finish them... (See Fidcal for details... )
  23. Nether the wiki nor the TDM frontpage reference this updated version yet...
×
×
  • Create New...