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Posts posted by nbohr1more
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Cool stuff!
If you wouldn't mind, maybe submit a PR to the Dhewm3 git repo for the AVX \ SIMD things?
( Not sure Daniel will go for the GLSL changes )
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The cvar offset values were tested and working at some juncture.
Can you please bisect to the version that broke it? Was it 2.12?
( if so we may need to ask that you bisect 2.12 dev builds )
( I would do this myself but I fear that I don't have a good enough eye for this type of thing. )
Setting a hard-coded value that works for you, in your environment, for missions that you prefer to play may not be a viable solution.
The values in the offset cvars were fought over extensively in TDM QA tests as well as with beta tests by players so it would probably be a hard sell to convert to a hard-coded value regardless of how optimal it may be.
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The mission database has been updated! Thanks again!
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Thanks!
Please try
2.05
2.07
2.10
2.11
( jumping to major light-gem change versions )
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To clarify, maskAlpha is really just a command that says "in this stage, leave the alpha channel alone. don't write anything to alpha and ignore any alpha in the texture mapped to this stage"
https://iddevnet.dhewm3.org/doom3/materials.html
{ blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen2 red Parm0 green Parm1 blue Parm2 texgen reflect }
QuoteThe third stage is the main color stage. Because 'blend' references gl_dst_alpha, the color value depends on the alpha value set in stage 2. Normally we would just put the alpha value directly in the image map, but this stage uses a 6 sided cube map texture, which moves with the viewer (because of texgen reflect). We don't want the alpha channel to move, however, so we have to set it in a different stage.
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Can you test on an older version, such as 2.03 ?
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Time to ping @cabalistic
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25 minutes ago, Arcturus said:
@nbohr1more I did not manage to get it to work. The code in the linked thread uses
cameraCubeMap
that doesn't work. When I use it, the game says something about conflicting stages. When I used cubeMap instead - the parallaxCubeReflect files in the repository produced black image and the ones attached in the linked thread were ignored.
Hmm... maybe the Ambient cubicLight changes in 2.11 removed the cameraCubeMap keyword?
Can you try
cameraLayout( /path/to/env )
instead?
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I wonder if that would look better with parallax correction:
?
( We need that automatic probe thing for this to be practical ... https://bugs.thedarkmod.com/view.php?id=5239 )
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A better generic cubemap is welcome. The one I created to replace Doom 3's asset for "Standalone TDM" definitely has shortcomings.
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Leaning is supposed to slightly reduce your lightgem value, while movement increases it.
Also, most of our flame entities use a flicker table to variably brighten and darken the area.
Can you replicate this under a static light?
The "weak lightgem" has very poor accuracy and is only meant for the weakest hardware.
The only people who seem to use that mode these days are people playing the unofficial Android port.
What Operating System, CPU, GPU, and GPU driver versions do you have installed?
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I guess the correct "PBR" way is to blur the reflection based on roughness.
I think I can improvise a variable blur effect using one of our water glsl programs in the material but we should probably have native "blur map" features for other material designs anyway? @stgatilov @cabalistic ?
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Please go ahead and commit new materials and update any skins or models you prefer.
I would greatly appreciate seeing proper metals in the next TDM dev build
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Some missions have lots of “bounce lights” ( real lights that are very dim but add more surface shading and character to ambient lighting ). When a mapper takes care to make their ambient lighting more varied and interesting, it’s less likely that you will notice subtle fresnel effects. Most authors just plop in the ambient world light and don’t bother with other ambient lighting effects.
And yes, bright cubic ambient lights are currently incompatible. ( I might be able to figure out how to limit the effect past a certain brightness level too. )
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2 hours ago, datiswous said:
Can you tell me a mission where the mod has an impact? I don't see a difference yet.
Caduceus of St Alban
Vengeance for a Thief 3
William Steele 5
Let Sleeping Thieves Lie
( screenshot comparisons in this part of the thread )
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5 minutes ago, datiswous said:
Why is the file called tdm_base01.1.pk4 (in both last versions) and tdm_base01.4.pk4 (2.12 version)? Why not have proper descriptive file names?
What version am I suposed to use when I use a 2.13 alpha build before "parallax occlusion mapping"?
Moddb keeps automatically renaming the file. It should just be an overwrite of the tdm_base01.pk4
I was mainly focusing on the production versions and the "latest" dev build. I can look into keeping older dev versions maintained but that is asking for trouble since many players will accidentally install an older 2.13 fresnel mod on the latest dev build (etc).
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Here is a modified glprogs folder that you or any interested players \ tinkerers can put into the darkmod/fms/gem_of_souls folder
( folder must be named glprogs )
It barely has any visual impact since you have very complex ambient behavior in this mission with all the cubic ambients but does improve the underside of a few outdoor models (etc).
Main benefit?
You can have the normal fresnel mod installed and still play this mission with no artifacts (etc).
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11 hours ago, MirceaKitsune said:
Firstly, yes: All or most of my FM's use ambient cubemap illumination, since it looks really good and is the closest TDM has to PBR lighting. I haven't tried the fresnel mod yet, but presume it doesn't work with those lights yet, which can hopefully be fixed since more missions might use them in the future.
Look for a journal under a cabinet in the bedroom. A note in a shelf in the library room next to it. A dropped scroll under the chair of the drinker in the green tunic. Behind him a newspaper on the table where two AI are playing cards. And one more journal in the upstairs room between the wall and the large bed. Don't forget the poem in the desk there, the crumpled note in the tool box on one of the tombs near where you find the red key, and as a bonus you can frob the book in the upstairs hallway.
Quite the contrary, your ambient_world is using a non-cubic version:
lights/ambientlightnfo_clouds { ambientLight lightFalloffImage makeintensity( textures/lights/ambientlightnfo) { forceHighQuality map textures/lights/ambientlightnfo_clouds colored translate (time*-0.01), time*0.01 } }
Gonna see if I can reconcile this but the easiest solution is to move the fresnel effect to the non-cubic side ( revert to pre 2.11 behavior ) so that only non-cubic lights have the effect. Eventually I'll have to do some sort of branching thing to detect each mode.
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This will be great for an acid trip \ hallucination based mission!
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The mission is up in the mission database!
Happy Halloween!
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Note: This mission is NOT compatible with the "Fresnel Mod"
I believe it uses the non-cubic ambient light? Not sure but I can try making an alternate fresnel mod for this one I guess.
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Congrats on the release!
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Welcome to the forums!
Please feel free to ping me via forum chat.
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Better looking metals in Darkmod
in Art Assets
Posted
Looks good but you could probably use a less blurry and more contrasted cubemap since the effect is almost too subtle now?
Edit: Nevermind, this map just has the existing \ unchanged materials.
I look forward to seeing the changes...