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nbohr1more

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Everything posted by nbohr1more

  1. So much for modesty, LOL (I concur though...)
  2. Did you try Mortem's demo above? I'm not sure it "technically" counts as detail textures but it is an enhancement akin to that technique at least (AFAIK). Look great!
  3. Create tiny "zones" around the concave edges, or is that not possible?
  4. @STiFU: Since you are being more forthright about v1.03 features, is JC Denton's new Ambient method at all related to the "Dynamic Ambient Light" reference in the "Location Settings" wiki article: http://wiki.thedarkmod.com/index.php?title=Location_Settings#Ambient_light_settings ...And if so, could you not simply setup darker "zones" in the recessed areas and thus fake AO in that way?
  5. I must try this out tomorrow!!!!!!!!!!!!!!!!!!!!!!!! Wow!
  6. Yep. Adding screens is one of the easiest (for me) and fastest ways to boost Moddb ratings and there's enough missions to keep going with that methodology.
  7. That is certainly a valid stance. My only concern is the following scenario: 1) Terrific mapper x creates an unbelievably good looking map portion such that many don't even believe it's running in Doom 3 or TDM. 2) Mapper x demonstrates that it is really an FM Do we wait for this mapper to finish this map to show-off the "Potential" of TDM as a platform, or do we show-off this work early (WIP) to let folks know right now that TDM has tons of potential? Of course, the worst case scenarios are: 1) A WIP shot that looks great but is well outside acceptable performance. 2) An ugly looking WIP shot with all kinds of mapper error. The benefits of showing what the mod "is capable of" still seems to fit the spirit of promotion. The logic of promotion via screen-shot is kinda broken for a mod with such a sophisticate game-play mechanic though... (And it's probably a contributory factor for those "why dontcha switch to engine x" threads... )
  8. It's possible but the performance cost is VERY heavy. Sikkpin has also demonstrated that this can be toggled off and on as a stage in his mod. I believe that it is STiFU's wish that SSAO would be incorporated as an "Ultra High" graphic mode but I get the impression that the TDM team doesn't want the bad PR of having yet another reason for dumb end-users to claim that the Mod runs "too slow". From stuff in the Bugtracker and the Wiki I also conjecture that the v1.03 Ambient lighting has been enhanced in ways that may reduce the need for SSAO (unless those changes were rolled-back etc). The answer to that question should arrive shortly methinks?
  9. 99% of the images posted at Moddb by other modders are WIP shots (unfinished models, art direction sketches, weapon demos, etc). Ask yourself these questions "Are you interested in the progress of your favorite Mod? Do you want to see what they are doing right now verses waiting for the end-result?" I understand the philosophy of putting your best face forward but people absolutely LOVE to know about WIP. That is my take on the topic, if the team say no WIP at Moddb I would certainly understand.
  10. The Sikkpin mod already has a Post Process film grain filter so it would technically be possible... but it would have to be weighed against other factors (primarily performance). I still think it would be cool if a Photoshop style "impressionist" filter could be applied in real-time but I think that is still too heavy for current GPU's ?
  11. I only saw one screen before the workplace filter crapped-out but it looked very promising! This might be another good candidate for a zip package of TGA's for Moddb... (hint hint @Bikerdude ). (...jdude needs to let us "rubes" know more about the progress on his other long-awaited mission too... ...just sayin' )
  12. "The Kids are Alright" is a reference to an attitude portrayed by the rock musicians "The Who" about wild youth. It's a kind of admiration of the untamed. See: The Kids Are Alright (film) It has become somewhat of a slang phrase for folks "in the know" but I suppose it's not so common world-wide. (I thought "The Who" were still internationally acclaimed ) Yes, upgrading to a Geforce 4 won't get you very far so that was also an attempt at humor. I was trying to be a peace-maker or to lighten the mood. I guess there's still too much tinder ready to ignite
  13. Your warnings about the Darkfate influx were disregarded But I think those Darkfate kids are alright, they just need to "understand more" and a discussion like this will help sort things out. (Plus, they will eventually upgrade to shiny new Geforce 4's so perhaps the perceptions will change with time... )
  14. Yeah, that was my end-user PC support mode, sorry
  15. The light can also be set to noshadow...?
  16. Screens from this mission (courtesy of AluminumHaste) have been posted at Moddb. While you are checking them out remember to register and vote. http://www.moddb.com/mods/the-dark-mod Thanks, nbohr1more
  17. nbohr1more

    Wikileaks

    My cynicism has the words "Turned himself in" in extra heavy quotation...
  18. It still won't help with the CPU dependent shadows but... yes, polygonal detail could be increased a little... Or Normal Map detail could be upped tremendously (pick your poison)...
  19. 1) 3Dc decompression is supported in hardware so there is no performance hit for using it. 2) 3dc compresses much more data than DDS so the amount of video ram (and file size) are significantly reduced 3) That extra RAM can be used for more Geometry data (bigger missions) or Post Processing buffer space...
  20. I always felt that Aida was an exaggeration, an online persona intentionally created to imbue some imagined character personality. I'm sure we all project these theatrical impressions of our intended personality whether we play "tough guy" or "too cool for school" or "sophisticated intellectual", Aida just seemed to be an extreme form of that. I would be highly amused if Aida and April are some game cooked-up by Springheel or... oDDity...?
  21. If you could combine this with the 4GB patcher that LEGION provided (and helped to create St Alban's) that would be a nifty tool. Would incorporating an executable patcher in the mod be problematic legally? What other support might be patched-in this way ... hardware instancing ? This would be the ultimate prototyping method for your GPL wishes...
  22. Thanks Rich! If I understand correctly, smoothing groups essentially use their geometric relationship to one another to enhance the accuracy of the Vertex positioning in a scheme somewhat akin to AA sampling (or, more apt, "cubemap normalization"). It would be interesting to know the ballpark percentage for how many vertices that method saves but I suppose it's all academic (and GPL will grant Doom 3 modders better things to enhance than "fixing smoothing group support" anyway...)
  23. That's a good clarification Springheel. That mean's that a cave level made of LWO models (like Mad's Mountain) could be even further visually enhanced with the illusory curvature of smoothing (Vertex Normals).
  24. If this article is correct then no smoothing works with LWO... (unless the bullets are part of the MD5 converter reference): http://www.modwiki.net/wiki/LWO_%28file_format%29
  25. I have a fuzzy (but fairly certain) recollection that LWO doesn't have as many smoothing group options or the import doesn't retain them... I will double-check my modwiki references...
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