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Everything posted by nbohr1more
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Without knowing which Ambient setting pusianka has set right now, it's hard to say if he's complaining about the "intended look" or the known problem with the material. Gold can keep posting in-jokes as long as he makes more FM's... Pretentious post forgiven
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Yeah... The interaction.vfp that Sikkpin uses in his POM example is wildly divergent from TDM's. The order in which the ambient term is calculated is opposite and many of the variables have different names and or are additive of combined stages at different phases than TDM's. The POM portion itself is isolated and commented so if the input can be determined than you could still likely paste it in with only a few changes but the other stuff would need to be deciphered to determined what is the the input and output of that segment... A bigger problem, however, is that I believe POM hooks into the normal map interaction and thus would only be visible for real lights... the the surface becomes 2D when an ambient light is applied to it ...or (possibly worse) the parallax direction is frozen at the time the normal shading is baked to the ambient... Right now the only practical way I could imagine having this in a map is to make the map without the use of ambient light which most folks would complain about for the same reasons they complained about the lighting in Vanilla Doom 3... (Plus performance would take a double-whammy for lots of "real" lights and POM).
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There is already a mod team that has integrated POM into Sikkpin's "Test-5" shaders (essentially the pre-release candidate for Sikkmod 1.0). Since Sikkpin's HDR shader is derivative of JC Denton's and TRSGM's (and other D3W) shader experts' code, it should be possible to cross-compare the interaction shader for that mod with TDM's pretty easily and insert the POM effect at the correct stage as they have done. (It may even be pretty easy without that reference... haven't had time to fiddle with it...) Doom 3's flexible PK4 override system means that FM authors do not need to limit themselves if they are enterprising enough to put in the effort. The big problem here is that we get two performance modes: 1) Super low-ender ugly 2) Pretty... but you'd better have Oblivion class hardware (or better) for even the most modest FM's Then the TDM team would need to bake height-maps into the Normal Map alpha channel and that would be yet another expansive asset update project (like the ill-fated "baked AO" concept). Or mission sizes would balloon with custom texture packs for POM or Parallax (etc). Edit: I suppose another alternative would be to chop-off the low-enders and have modes: 1) Current TDM high-end mode 2) Ultra-extreme "Johannes" mode
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So, what are you working on right now?
nbohr1more replied to Springheel's topic in TDM Editors Guild
Can you tie the lightgem modifier ( inv_lgmodifier ) to an info_location separator? Another option might be to invoke one of these Cvars: Useful while mapping/testing/designing tdm_ai_sight_scale This is the distance that is multiplied by the lightquotient from the LAS and visual acuity of the AI scaled from 0 to 1, that indicates how far away the AI can be and see a location (default 1000.0) tdm_ai_sight_thresh This is the minimum light per AI frame generated visual stimilus amount required for an AI to see the player or entity directly while searching (default 1.0) tdm_ai_sightmin The distance which an AI has a 100% chance of seeing you with a fullbright light gem. Effects visibility in a complicated way (default 11.0) tdm_ai_sightmax The distance (in meters) above which an AI will not see you even with a fullbright lightgem. Effects visibility in a complicated way (default 60.0) tdm_ai_sight_mag Modifies the amount of visual alertthat gets added on when the sight probability check succeeds and the AI do see you (default 1.0) tdm_ai_sight_prob Chance of AI seeing you. set to 0 to make AI blind (default 0.7 at time of this writing) http://wiki.thedarkmod.com/index.php?title=Cvars ...or possibly even directly change clampVal (the actual lightgem value)? http://wiki.thedarkmod.com/index.php?title=Visual_scan -
I think the primary rationale for a performance-hit limit for additional graphic options is that TDM is targeted to have approximately the performance hit of it's rival TDS. If we compare TDM to Oblivion then Oblivion is more taxing so adding in comparable effects would then be valid but then we risk TDS mission authors or mission authors on the fence going to (or staying with) TDS rather than have an even more narrow hardware install base. Then we have the issue of nVidia and ATI Drivers, the Doom 3 installation itself, and all the meat-and-potatoes stuff that a ton of users either get wrong or have problems with. If you add new effects there are bound to be more of these reports...
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I think that only Creative Labs devices are registered for Surround Sound due to an agreement with Creative that was forced because they held a patent for the Doom 3 shadow technique that John Carmack discovered... Though, I would be suspect that a pair of "head-phones" would have the ability to provide better spacial definition. If the headphone's drivers don't register the device an actual 5.1 audio device then Doom 3 will have nowhere to send channels 3, 4 and 5. I suspect that the idea is that these headphones "decode" extra spacial resolution from a stereo signal thus producing the "sensation of 5.1 sound". If you don't "hear 5.1" then... (fine print) "Your susceptibility to placebo effect may vary... "
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(Disable UAC) 1) Update your motherboard chipset drivers 2) Uninstall your video drivers completely and use a driver cleaner utility to remove any remnants 3) Install the last known working WHQL drivers for your OS Once those steps are done, please post a screen of your Device Manager showing that your hardware is now recognized. Other than the above, also check that Doom 3 is white-listed in your Security Software...
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Your resolution does not match your Aspect Ratio: Change: seta r_aspectRatio "2" to seta r_aspectRatio "0"
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Sorry, typo... DoomConfig.cfg
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Please post your DommConfig.cfg If it is indeed a new version downloaded via tdm_updater it may also resolve whether the default compression setting is somehow off... Also, I would recommend removing: C:\Games\Doom 3\darkmod\stalban.pk4 While it is unlikely to be a problem, I believe that is an older version and may create pathing override conflicts...
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What version of TDM are you using? I know that Beleagured Fence has a known problem with v1.04 but I I have never seen this error reported... I would make sure to delete any DoomConfig.cfg and Autoexec.cfg in the darkmod base directory then re-run tdm_updater (Then post the same conDump for your next attempt if it fails again...)
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So you didn't upgrade your drivers? Did you enable "Threaded Optimizations" (if so, please disable). Also, remove the modded pk4 from your Doom3\base directory: Loaded pk4 C:\Games\Doom 3\base\zpak003.pk4
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Fan Mission: Q4 map conversion YanTdm1. (28/03/11)
nbohr1more replied to Bikerdude's topic in Fan Missions
Wow! That was a quick! The AI placement here is terrific and this environment just oozes atmosphere. (Now I have to go and find that old Q4 castle map I saw a year ago... ) -
Alright! We need to see screens of that map in TDM. (When your done editing a bazillion material defs of course... )
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Yes Mortem needs to post more often, not only to keep folks informed but also to keep the entertainment quotient up
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If it isn't hide_distance than it must be the hard-closing func_portal's he referred to... I suppose for the sake of redundancy I could test with those parameters applied anyway (or variation thereof ). I just need to find a way to identify the huge swath of tree and leaves that aren't affected by those AI lanterns. Though all that tedium will probably net me 1FPS anyway with my luck...
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I knew the Trees had hide_distance applied I didn't recall it being applied to terrain... (Nope... Not in the version I downloaded recently at least...) // entity 3719 { "classname" "func_static" "name" "func_static_2647" "model" "models/darkmod/map_specific/forest/terrain01.ASE" "origin" "-2936 -261 0" } // entity 3720 { "classname" "func_static" "name" "func_static_2644" "model" "models/darkmod/map_specific/forest/terrain02.ASE" "origin" "-3336 -1761 0" } // entity 3721 { "classname" "func_static" "name" "func_static_2331" "model" "models/darkmod/map_specific/forest/terrain03.ASE" "origin" "-3336 -3761 0" } // entity 3722 { "classname" "func_static" "name" "func_static_2323" "model" "models/darkmod/map_specific/forest/terrain04.ASE" "origin" "-3886 -4711 0" } // entity 3723 { "classname" "func_static" "name" "func_static_2322" "model" "models/darkmod/map_specific/forest/terrain05.ASE" "origin" "-3986 -5961 0" } // entity 3724 { "classname" "func_static" "name" "func_static_2321" "model" "models/darkmod/map_specific/forest/terrain06.ASE" "origin" "-5036 -6861 0" } // entity 3725 { "classname" "func_static" "name" "func_static_2320" "model" "models/darkmod/map_specific/forest/terrain07.ASE" "origin" "-5836 -7361 0" } I suppose these could be updated as thus: // entity 3725 { "classname" "func_static" "name" "func_static_2320" "dist_check_period" ".5" "hide_distance" "2800" "model" "models/darkmod/map_specific/forest/terrain07.ASE" "origin" "-5836 -7361 0" "noshadows" "1" } ?
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Approximate? Well... if you or anyone else are down for cutting-up the terrain sections further then perhaps more effective visportal culling would happen? ...or you could just use hide_distance on the distant terrain segments..? That might be a helluva more effective than tinkering with noDynamicInteractions. (I need to learn Blender to test these things... )
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TDM Fan Mission Lists: Released and Upcoming
nbohr1more replied to SneaksieDave's topic in Fan Missions
Thanks Sotha. I've been skipping contest missions on the "Upcoming Fan Mission wiki" unless the authors claim that they are still working on them after the contest. If you want to add yours, be my guest. (not that you need my permission ) BTW "authors"... we still have three "pending" Summer Vertical contest missions listed ... echo echo echo... (I hope they reach completion...) -
I'm surprised nobody posted "Chronicles of Riddick" While the switch to 3rd person for mantling may be blasphemous here (as well as the comparatively dumb-ed down stealth), the game is still (overall) very engrossing and the (FPS view) fist-fighting and melee are in a class of their own. (I kinda wish for TDM fist-fighting against unarmed peasants just because of it...) Yeah, if you have a Vin Diesel aversion you will have to put on your blinders...
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I think those shots are from before Rebb's ambient fix and likely before "ambient world" was a TDM feature. Darkfate has some pretty old screens (many of which are insider stuff that were obtained questionably... ) I hope Gaetane returns to try TDM now that it has advanced beyond where it was back then. As far as female FM authors, Angua is a co-contributor to "The Outpost" and "The Dead Gathers" so we now have two on record.
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Hmm. Try opening dxdiag and setting the sound acceleration to "No Acceleration" and see if the same error persists...
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Yep. The forest.mtr is inside the PK4 so it'll override the mod base. I posted the fix here for folks that don't want to wait: http://forums.thedarkmod.com/topic/10993-fan-mission-no-honor-among-thieves-20100429/page__view__findpost__p__250945 I also experimented with "noDynamicInteractions = 1" on the terrain but it didn't help me performance-wise. (And wasn't worth loosing the lantern light movement on the terrain.). I am not sure how the 7 terrain models are split but I was thinking that it might be beneficial to split them further (into 3rds) so that the far portions (away from the AI lanterns) can be set to "noDynamicInteractions" along with the player-clipped mountains and perhaps some of the far trees and particle-leaves (if that property can be set for particles...?). I am just trying to look for ways to pare-down the number of tracked interactions as I get "Interaction Overflow" errors which may be causing my CPU to hit the wall. But the above changes may only help on the GPU side anyway... Whatever you add to the maps will be welcomed.
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LOL Are you guys messin' with Melan I hear the ReWolfenstien mod for HL2 is some hot-shit ... Just be wary of the Painkiller expansions. Painkiller Overdose was HORRIBLE HORRIBLE HORRIBLE... I tried the Painkiller Resurrection demo and found it to be decent (I guess it was a mod before it became a commercial expansion?)
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To get the ambient stage working: (Presuming you've got a Red Brick texture named "Red Brick with Stone Mortar") Here is the basic material definition: textures/darkmod/stone/brick/redbrick_with_mortar { qer_editorimage textures/darkmod/custom/redbrick_ed diffusemap textures/darkmod/custom/redbrick bumpmap textures/darkmod/custom/redbrick_local specularmap textures/darkmod/custom/redbrick_s } } Then you will need to add this to the bottom: // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/custom/redbrick scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/darkmod/stone/brick/redbrick_with_mortar_local // Bump fragmentMap 2 textures/darkmod/custom/redbrick // Diffuse fragmentMap 3 textures/darkmod/stone/brick/redbrick_with_mortar_s // Specular } So the final result will look like: textures/darkmod/stone/brick/redbrick_with_mortar { qer_editorimage textures/darkmod/custom/redbrick_ed diffusemap textures/darkmod/custom/redbrick bumpmap textures/darkmod/custom/redbrick_local specularmap textures/darkmod/custom/redbrick_s } } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/custom/redbrick scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/darkmod/stone/brick/redbrick_with_mortar_local // Bump fragmentMap 2 textures/darkmod/custom/redbrick // Diffuse fragmentMap 3 textures/darkmod/stone/brick/redbrick_with_mortar_s // Specular } Wiki Link: http://modetwo.net/d...c_Material_File Just replace the textures/darkmod/custom/redbrick_with_mortar in the codes above with whatever the lines are for your original material. If you don't have a specular map then replace: fragmentMap 3 textures/darkmod/stone/brick/redbrick_with_mortar_s with fragmentMap 3 _black If you don't have a normal map then replace: fragmentMap 1 textures/darkmod/stone/brick/redbrick_with_mortar_local with fragmentMap 1 _flat