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nbohr1more

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Posts posted by nbohr1more

  1. Again, it is a crime that no screen-shots from NHAT are present either in the Showcase, the Mission Archive, or at Moddb... (I should've emphasized that when I pestered HC to update the Moddb site... sorry :( )

     

    (The screen-shots could easily be stole from the original campaign promotion thread. :P )

     

    I wish my CPU had the muscle to handle this campaign... but someday... ;)

     

     

    (actually it looks like there are a couple... but heavily post-processed and almost unrecognizable...)

  2. Yes, I manually close Windows services...

     

    If I'm feeling ambitious:

     

    1) I disable my NIC in Device Manager

    2) Kill all Tray Apps (including Avast AV)

    3) Stop as many Services that aren't needed for Games as possible...

    4) Open Task Manager and find the straggler Processes and kill

    5) Kill Windows Explorer (explorer.exe)

    6) Launch Game

     

    Yeah, I would LOVE a First Person Mod for Ghostbusters...

     

    I really hope that this L4D Mod doesn't die:

     

    Ghostbusters Multiplayer

     

    For your P4 3.0ghz system, is that AGP or PCIE?

     

    Also, what drivers and GPU are you using?

  3. Maybe, when I have lots of free time... I will try this experiment.

     

    Perhaps there is an optimal draw-call to culling ratio (for example, break the entire map into 8 meshes?)...

     

    I should first try the simpler experiment of putting a wall at the top of the path as that is where the FPS drops like a rock... (kinda like Hadrian's Wall :laugh: )...

     

    Thanks for humoring my wild tangents once again. :)

  4. Boy that seems odd!

     

    Only the files I listed seem to be throwing the errors (for that map at least).

     

    Are you sure that the NODE_NAME et al aren't already commented out in the other files?

     

    This is the starting portion of the sanitizing script at Doom3world:

     

    elif word0 in ['*HELPEROBJECT','*SHAPEOBJECT','*LIGHTOBJECT','*CAMERAOBJECT','*GROUP']:

    # Not supported objects!

    # because these objects too use a TM_NODE,

    # ase_ob should be set back to False to prevent errors.

    ase_ob = False

    continue

    elif word0 == '*NODE_NAME' and ase_ob:

    name = words[1][1:-1] #get rid of '"'

    if ase_ob and ase_ob.name != '': ase_ob.ase_data.name = name

    elif ase_ob: ase_ob.name = name

    continue

     

    After re-reading this, I think that NODE_NAME might be conditionally correct but if it is tied to an illegal "object" it will throw the errors... :blink:

  5. I see the problem.

     

    There would be no way to point the shader at the source model that needs to be instanced.

     

    I guess you could encode the model into a texture then use VTF or R2VB to extrude it...

     

    So the process would be

     

    1) Apply a texture to the entire terrain with normals to encode the first tree and other normals to encode the instance locations

    2) Perform a conditional shader on the initial normals and pass them to R2VB

    3) Now that we've got our Tree, perform a conditional shader on the rest of the texture

    4) Process each found Normal as an Instance

     

    But this shader would probably be way too long (performance wise) and the texture would be HUGE...

  6. Is this the same limitation that was referred to in the Parallax Mapping discussion, eg. the engine is limited to 2 shaders so any added shaders have to be chained-into the existing ones?

     

    (excuse my ignorance and lack of precision).

     

    So this means that any one-off whiz-bang shader effect for, say, making torch flames, water, or candles look better (not that those examples really need any improvement :wub: ) will have to wait for GPL as well?

     

    (I thought that the limitation was only for things that affect the entire light model???)

     

     

     

    (for the future?)

     

    ...Anyway, it looks like there are a at least a couple of ways to skin a cat.

     

    See Humus's method at the top:

     

    Instancing Discussion

     

    Nvidia's "Pseudo Instancing":

     

    Pseudo Instancing

  7. I thought I would pop in with another of my lame-brained speculations about engine-tech that I only have a peripheral grasp of...

     

    I have seen discussion of Geometry Instancing since the cat was let out of the bag about it for ATI's X800 series (the secret was that the hardware already existed in Radeon 9xxx DX9 cards).

     

    ATI, at the time, was only exposing Geometry Instancing as an API hack in D3D. If I'm not mistaken, it took until Geforce 8800 for the OpenGL extension to appear.

     

    As you can see, I've been obsessing about GC and MD's CPU pulverizing Forest in NHAT 3/3 and I remembered that this technique was postulated as a solution for that problem (way back in X800 olden-times).

     

    So:

     

    1) Would it be possible to create a Particle Shader that invokes Geometry Instancing to create Trees?

    2) Would this have any performance benefit or would Doom 3 still need to pass interaction calcs to the CPU (perhaps making things worse due to the lack of Visportals)?

    3) If this is possible, does anyone know if older cards like nvidia's 6xxx or ATI's 9xxx series now have Instancing in their OpenGL ICD or is this feature tied to OpenGL 3.2 (and therefore DX10 class hardware)?

     

    Example:

     

    Instancing Demo

  8. I couldn't find the HELPEROBJECT references that were being thrown by some of these files but I have confirmed that they all contain 3DSMAX syntax elements that should not be there...

     

    Confirmed:

     

    models/darkmod/nature/trees/gw_dm1_tree_big.ase

     

    NODE_NAME

     

    models/darkmod/nature/trees/gw_dm1_tree_03. ase

     

    HELPEROBJECT

     

    models/darkmod/nature/plant_03.ase

     

    NODE_TM

     

    models/darkmod/loot/statue_loot.ase

     

    NODE_TM

  9. If the author of that conversion script is correct, then *HELPEROBJECT should not be passed to Doom 3... and that is exactly what my conDump implies.

     

    So I'm sure that the ASE models that are called have this problem (I opened a couple of them up and searched for HELPEROBJECT). I will have to go back and verify all of 'em because I think I added some to the list that I didn't actually open up (because there are more tokens that need to be sanitized than HELPEROBJECT and I was too lazy to keep going back and forth).

     

    But if I read the conDump correctly, then the models listed are the problematic ones.

     

    Once I review these again I'll add them to the bug tracker (unless I need permission :huh::huh::huh:)

  10. I was really hoping Humus would gain interest in this project in general as he is the master of knowing how to squeeze performance out of ATI's OpenGL ICD (contrary to most of the rest of the industry, he actually claims ATI has a SUPERIOR OpenGL implementation... while this is debatable, someone with that kind of speciality is rare)...

     

    From his generic reply, I get the impression his secretary may have answered me :laugh: (so much for the little people)

  11. It's a shame that since he's working professionally, he probably wouldn't have any time or interest in TDM.

     

    Yup, he was gracious enough to reply at least... Humus does not have the time... We will have to wait for ATI

     

    (or live with having ATI users disable Catalyst AI...) :(

     

    I'll post at Rage3d to see if there's a registry key to disable this code... :huh:

  12. If I'm not mistaken, Fidcal is a member of the TDM Team (if the "Team Member" moniker means what I think it does :laugh: ) ...

     

    From my understanding earlier FMS have lots of references to older assets that may no longer be present in the TDM main...

     

    So either:

     

    1) Local copies of those assets would have be copied to the pk4 and ALL the many references to the assets would need to be updated to point to the correct location?

     

    or

     

    2) Lots of re-texturing, modeling, and scripting would need to be done with the new TDM assets?

     

     

    (yes that would take some work... )

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