Jump to content
The Dark Mod Forums

nbohr1more

Development Role
  • Posts

    12140
  • Joined

  • Last visited

  • Days Won

    199

Everything posted by nbohr1more

  1. The Training Mission city looks like a good candidate as there are places where the lighting looks really flat and it's even hard to distinguish geometry because of this. As it currently stands the ambient is way too high to realistically enhance the lighting with this technique but I now have a good candidate (guinea pig ...) and some ideas. It'll take me a "while" though...
  2. I wish I could enjoy this one but at a constant 6FPS or worse I don't know what to say.
  3. That reminds me of this TTLG Thread: When the Game reads your mind
  4. Firefox? There were 3 check-boxes so I checked 2 of them. I am not sure how it's rendering in your Browser...? I would delete your vote and see if you can choose both if you have strong feelings about the banana sandwich option
  5. @Fidcal (because the forum created a new page) Looks terrific!
  6. Thanks Tels! It looks much more professional. (Wishes Lunaran or Rich_is_Bored would take further liberties with the actual content... )
  7. Well..., keep the screens coming no matter where they put this thread
  8. From what I recall there are already some unusual light textures (the falloff image and light texture are the same file in the definition??????) applied in that map but I will see if anything I do can improve the look (another one that would be hard to improve on though...).
  9. Not sure if this should go in the general Dark Mod category, Off Topic, or Editors Guild but I like the idea of having a thread with screens from Thief FM's or other games with a similar theme or time period... for inspiration.
  10. Yep. I've been nervous about cutting up maps because I'm not the most adept in DR and I've been afraid I would miss some caulk or cause a leak... But I'll give it a go. Or I could just build some crappy sky-scrapers and use one of the textures with deeper normal maps...
  11. NHAT 2/3 is a beautiful city. I was a little afraid that my art would not live up to that one... but I guess that is ultimate proof as the lighting is supposed to be sloppy to give it that natural bounced radiance look. I will see in my PC can handle having a map of that size running well in Dark Radiant then I will check with GC... unless Biker wants to give me some throw-away mini map to use ...
  12. Yes, I will create a basic map as well (just a modified Start map). I just wish I had a basic pre-built city to play with so I could test all the concepts out.
  13. Pictures added to the wiki. Still need to create the definition and test it out. http://wiki.thedarkmod.com/index.php?title=Light_Textures_and_Falloff_Images
  14. Thanks for the answers Baddcog. Smoothing groups are a manipulation of the Vertex Normals then. Same trick different terms. I am not certain whether Jesps setup smoothing groups for his cave models then because there didn't appear to be any light tricks with the vertex boundaries. His caves were stunning nonetheless.
  15. I might get a couple of winks of sleep then. Thanks for the pics!
  16. (This is probably a bad idea but I won't know till I get yelled at... ) With the exception of visual TDM changes like new textures, could you have a legacy mode switch that mappers could add to their maps? Too cumbersome? Encourages reliance on Bugs? Bad practice? Edit: (yup... I think it was a bad idea... )
  17. I was really surprised by the performance of Jesps' map given that it's all LWO models. I see that this also appears to be what Arx End of Sun uses (but they appear to have modular mini rock formation models over their basic geometry). Given how well it worked I think you could even extend the technique by using Rich_is_Bored's Bent Vertex Normal trick and perhaps even a huge Normal Map (not sure if there is some sort of Normal Map size limit)? I was under the impression that using a Model for world geometry would cause AI path-finding issues so I presume that you put some Brushes over the paths? Or maybe the AI were walking on the Caulk Brushes?
  18. Very mysterious. The only time I've had this "ghost in the machine" type behavior was when I was using a newer (beta) atioglxx.dll and had AA and AF forced in the control panel CCC. I presume that you have disabled Catalyst AI (prime suspect usually) so I can only suggest lowered AF (maybe 8x instead of 16x). Making sure that this is the in-game setting. Finally, post your DoomCfg.cfg as well.
  19. Nothing that I can identify yet. After invoking conDump, type "map alchemist" (do not close the console) Please post the updated conDump text file.
  20. You know I won't be able to sleep until this is completed, right? You've ruined me Biker. Utterly ruined.
  21. Before launching the mission open the console and type: conDump example_name After the crash look for that file in your Alchemist sub-directory. Attach the text file to your next post.
  22. AFAIK credits would be the only requirement. I would send a Personal Message to one of the team members to verify.
×
×
  • Create New...