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nbohr1more

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Everything posted by nbohr1more

  1. I believe that DR uses the Doom 3 executable to parse for assets. If that was not the case, I believe DR would have been granted the ability for parse the whole OS file-system "explorer-style" long ago. I see that GTKRadiant supports HL1 but not HL2, I believe that is pretty telling about how far Source has verged from it's Quake roots... Just a guess...
  2. Awesome! (This means my caveman brain is starting to "get" material blend concepts in Doom 3 )
  3. looks good... (I still want to tryout the blendlight idea cause it's just light strombine except foggy ) Edit: ... material with blendlight "in it" eh? I was thinking projecting the blendlight but that sounds better. (Youtube please)
  4. Fog sparkle remover (post-process): http://www.doom3world.org/phpbb2/viewtopic.php?f=1&t=17367&view=next ?
  5. Maybe I'm over-simplifying but perhaps just a faint white blendlight with a soft-edged projection image shaped like the water and a steep falloff image that keeps it close to the surface? (more silly guesses)
  6. I brought this up in another thread but still dont know the relevance: http://www.doom3worl...7750&highlight= (haven't played with it...) (oh it's real_fog ! ... already covered ) Edit: Hrmm The D3W description seems to indicate that they are trying to achieve the same effect with swamp_glare ...
  7. Make that dude an honorary member wontcha ! (you know Biker has the goods...)
  8. (This may save some time... but I suspect that the real list is a little different than the official listing... )
  9. Yeah, NHAT 3/3 is very pretty...
  10. Looks like someone at guru3d also posted a rapidshare: http://forums.guru3d.com/showthread.php?p=3712139
  11. The 1st post D3W rar link works for me... Dont know if it has the newer SSAO though... Edit: This one? http://sikkpin.fileave.com/sikkmod_test5-D3.rar
  12. Towards the end of the thread I believe there are links... But it may also be at filefront (haven't had a chance to check yet)...
  13. SSAO requires Sikkpin's HDR mod: http://www.doom3world.org/phpbb2/viewtopic.php?t=22822 (D3W topic)
  14. Well if the "minimum" were reasonably high-end, then you wouldn't need to worry about the low-enders just make sure you don't go below the minimum FPS for the high-end. If your PC is below the High-End spec then if it's playable for you, you meet the criteria. If you want to be kind to the low-enders you can always make sacrifices. For Baddcog, he can make a pretty yet playable map for almost any TDM capable hardware with like 5 polys and two lights, he's just that good... but I suspect that Sneaksie wants to see what he can do with 6 polys and three lights ...
  15. Easy solution for "Beauty Contest": Some hardware and FPS limit. Eg: i7 3ghz & GTX470 @ 15FPS Minimum Or A64 2Ghz & Ti 4600 @ 10FPS Min?
  16. This is a tough one. Doom 3 is very scalable, so it's unlikely that a mapper would hit an obstruction that affects all classes of hardware (maybe entity limit?) the way that many Dromed based missions are claimed to behave... But instead it is perfectly possible that a mission could be made that runs beautifully on a High-End system yet destroys any other class of hardware. The results would be interesting... Maybe (selfishly?) the best looking mission that runs on x class of hardware (hopefully not much higher than mine ).
  17. nbohr1more

    HI GUYS!

    Your search-fu has defeated my search-fu plasticman. (nbohr1more bows down)
  18. Wicked coolz! Now someone needs to write the the plugin... ... ... (wishes I had the skills... ) Cool anyway. All sorts of nifty stuff can be done with this level of access... Thanks Greebo!
  19. Maybe Greebo is humoring these ideas after all? See tracker: 0002359
  20. Sikkpin last evening
  21. A beauty contest sits well with me. Hopefully all the big-guns would participate.
  22. If dynamic cubemap scripting were possible, you could collect one cubemap per scene then reduce it to a filter map ala similar to how this method is a radiance map: http://wiki.polycount.com/DiffuselyConvolvedCubeMap?action=show&redirect=Diffusely+Convolved+Cube+Map If you could use a light reactive filter (GL Minus One?) then it would be like a precomputed screen-space AO map similar to HL2's precomputed radiance. But it would require mappers to collect cubemaps for every room and would depend on the ability to script cubemap blends...
  23. Hmm... Maybe just horizontal parallax occlusion and have the vertical cubemap orientations all white... Again, it's still pretty hacky...
  24. You've got it. It's an attempt at real cheap (hacky?) SSAO method. I was trying to see if pre-computing the occlusion via a cubemap would save a little performance but there are TONS of caveats as both I and (now) you have pointed out. It still might be a cool post process effect but there are probably better uses for those passes.
  25. I was hoping you would chime in, thank you. Yes, the idea is really simple, I think, (probably dumb too...), but we simply make things that are at an off angle to the viewer occlude. We are using camercubemap to track the angles to viewer. Yeah, AO is a confusing term these days but I imagine that most modern light-maps do not use AO for GI but instead use a more accurate GI method. So using AO to describe occlusions in a baked GI is bound to lead to confusion. I suppose you could instead call it Global Occlusion. So you would have GI and GO? (Two sides of the same coin?) Edit: Don't worry about derailing any of my threads..
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