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Everything posted by nbohr1more
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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
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AFAIK, Tels has done a little experimenting with the new SEED system on the Forest map and the fix for the missing Ambient definitions in the terrain were apparently in SVN before 1.04 release (but will await 1.05? for the fix?). If you have any written material available I can coalesce it into a Moddb article or write an article for you if need be. (Though... I thought Mortem Desino could also post there???)
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If you want some Freebee Doom 3 stuff that is arguably better than the monster-closet stuff in the beginning of Doom 3, I recommend: In Hell Classic Doom 3 Gatehouse (map) Insomnia (map pack... oddly the pk4 is spelled insonmia ???) Escape from Enemy Mountain (currently beta?) Maybe: Kings Cemetery (map) The Ladder (map) ...and if you are looking for some schadenfreude or camp (or booth?): Phantasm 2.0 Mod http://www.moddb.com/games/project-phantasm/downloads/phantasm-d3-beyond-20-doom-3-version
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While some of these mods are possible, the performance hit when added to the already heavy Interaction Shader has been deemed too much at this point. Rebb and JC Denton have clarified that when Doom 3 goes Open Source (presumably in the fall of this year?) that they will be able to break the "Unified Interaction" system so that only selected surfaces will have to process Parallax mapping or other shaders. I will say, that I am curious about how POM compares to pure geometry in Id Tech 4 since this engine is so fillrate intensive comparative to modern deferred-render engines that the truism of "POM is worse than Tessellation" might not be the case here. If you don't want to wait (and you want to be extra cruel performance-wise) you could create an optional glprogs override PK4 to put into your FM folder when it's installed: 1) Unzip the tdm_base01.pk4 2) Locate the glprogs folder 3) Modify the test.vfp and interaction.vfp to include Sikkpin's POM (or whatever other shader you want) 4) Take you modified glprogs folder and zip it something like "zzz_custom_glprogs.pk4" 5) Offer this "override file" to folks who want punishing performance for extreme beauty. Notes: 1) You might be able to skip steps 1 through 3 and just use another author's glprogs if you make it clear that the TDM graphic menu choices won't work with the override. Be aware, however, that only TDM has Rebb's simple texture ambient method and JC Denton's extended version of it so any other glprogs with an ambient light fix (not many do) would only have a real-time solution. 2) For most POM and Parallax mods you will need to include heightmaps. I believe that Sikkpin's POM method will look for the heightmap in the alpha-channel of the normal map.
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Yes, in fact that was the point of that map; to showcase custom urban-decay style textures akin to "The Slums" for HL2 or Gears of War. I can contact him if you'd like but if you want Serpentine to do it (etc) here is his contact page: http://www.methodonline.com/contact.htm
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I think the upcoming DR 1.6 has Q4 support. I just read further and it looks like this is still WIP since 2007??? (Author might fly a copy for interested parties though? Currently an Id employee... )
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Browsing MapCore and found this old Quake 4 map. Reminiscent of Lunaran's "Strombine" but not quite as well lit. (Almost all lights look realtime though instead of Lunaran's method...) Still, a great example of gritty texture use (and the sheer importance of good textures) and folks would double-take if you told 'em that it was made on Id Tech 4: Thread: http://forums.mapcore.net/viewtopic.php?f=57&t=8216
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Normally there is a falloff image and z-projection image in the material definition. I'm not at home to play along but if both are pure white (or use a "_white" editor image) then the falloff might be a byproduct of the new ambient calculation method?
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What "Z-Projection Image" are you using?
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YES! The race is on!
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Ha! Possible render-to-texture substitute? 1) Spawn a rectangular model with a transparent window-style post-process shader 2) Set it to "noDynamicInteractions" 3) Result: Rectangular Model with image baked onto it. This is akin to how Red Dead Revolver does LOD replacement for distant vegetation\trees. The theory is that: Once spawned a "noDynamicInteractions" model only processes the first sequence of "interaction stages" if a post-process shader is included in that set the background image will be baked in along with all the other interactions. (I will have to test this on a transparent window in one of the FM's )
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So, what are you working on right now?
nbohr1more replied to Springheel's topic in TDM Editors Guild
Well... There have been buildings that we retrofit or modified during different eras but the changes would usually be contrasted enough where you could easily say "this was added in a later era". I like the corridor but the floor texture scale looks a little off to me (my preference would be a slightly smaller scale.) It just looks a little out-of-proportion. HappyCheeze has some similar sizing\scales in some of his WIP screenshots so perhaps it looks better in-game. -
I would try installing these drivers then re-installing your ATI video card drivers. Motherboard Chipset Drivers: http://download.gigabyte.eu/FileList/Driver/motherboard_driver_chipset_amd_7series-v2.0_xp32_novga.exe http://download.giga..._xp32_novga.exe (...Translation) Je voudrais essayer d'installer ces pilotes, puis ré-installer les pilotes de votre carte vidéo ATI. Pilotes chipset de carte mère:
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So... As far as mapper recruitment, the results are not looking promising. The most interest appeared to be amongst the Quake3world crowd but the veterans there seemed burned-out on mapping and would only have interest if a prize were offered. I think we should try and synchronize the rules of at least one of our next contests with MapCore. If one or more TDM missions were listed amongst the entries it would definitely up the exposure. The last MapCore contest was a 1024x1024x1024 cube contest. They were so used to UDK and Source maps that the Prey entry was a shock to their systems: http://www.blog.radiator.debacle.us/2011/03/mapcore-cube-compo-done.html I will keep a look-out on MapCore and if new rules are posted in time I will relay them here and elsewhere so the mission authors can try to enroll in both contests if desired.
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Yep. For newer drivers you either need to use Guru3d's "Radeon Pro" to disable Catalyst AI or... You can try the Trunks0 method of: Savegame + Mission PK4 + Rename the "Doom3.exe" to "darkathena.exe" http://forums.thedarkmod.com/topic/12398-disabling-catalyst-ai/page__view__findpost__p__250122
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Do you know what your motherboard model is? Or which chipset it uses? (Possibly terrible translation ) Savez-vous ce que votre modèle de carte mère est? Ou qui chipset qu'elle utilise? ***************** If not please install CPU-Z and click the "Mainboard" tab then post a screen: http://www.cpuid.com/softwares/cpu-z.html (Another translation): Si ce n'est pas s'il vous plaît installer CPU-Z et cliquez sur "Carte mère"puis après un écran
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That is a similar request as: http://bugs.angua.at/view.php?id=1188
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So, what are you working on right now?
nbohr1more replied to Springheel's topic in TDM Editors Guild
You work for AMD, Nvidia, or Intel, don't you Johannes? You are practically forcing TDM players to buy new hardware (I really hope I can play your FM with my crappy PC ) -
See my post here: http://forums.thedarkmod.com/topic/12483-doom-3-troubles/page__view__findpost__p__251820
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Other Doom 3 "Bloom" mods: Dafama2k7 created a "bloom" glprogs that is more friendly for Doom 3 mods and ATI cards: Download Below is the D3W thread where I got that link: http://www.doom3world.org/phpbb2/viewtopic.php?f=39&t=21292&st=0&sk=t&sd=a&start=340 Also, you could try taking the glprogs folder from the "Ruiner" mod pak666.pk4 file and placing it in the mod specific directory. (Eg: C:\Doom3\dentonmod202\glprogs ) Ruiner: http://www.moddb.com/mods/ruiner
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So, what are you working on right now?
nbohr1more replied to Springheel's topic in TDM Editors Guild
Ha HA! Do we have a challenger to the title of Patchwork Wizard? Looks great Sotha! (Hopes this makes it into the Seasons Contest... ) -
The only time Catalyst AI caused actual crashes for me was when I had AA set in CCC rather than having it set to "Application Controlled". Even that example was suspect because I was using a newer CCC version with an older atioglxx.dll. That said, the newest Catalysts with their "no option to disable Catalyst AI" are troubling and the ATI users who need them for their 6xxx series cards are lucky that Guru3d's "Radeon Pro" application can restore that ability. What I will say is that the original AMD Phenom CPU's were problematic and the "fixes" that were issued for them are also problematic. It may be advisable to look into either patching for Phenom or "un-patching" depending on where the OS now stands. I would first, update the motherboard chipset software. Then look into the details here: (Look for an option to disable the TLB fix) http://game.amd.com/..._overdrive.aspx Finally, I would recommend upgrading Audio drivers and disabling EAX.
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DoomConfig.cfg is known to regress settings that are manually applied to it. It is much more reliable to create an autoexec.cfg and place the settings there.
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You have to keep feeding those Moddb folk. They are fickle. Operation "Keep posting stuff so TDM status is visible in the ranks" has been a little hampered by my IRL work and chores... More articles soon...