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Xcen

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Everything posted by Xcen

  1. Messed around with Blender and need some help with the paths/something else. In Blender: In Darkradiant with *BITMAP "//DOOM 3\Darkmod\tdm_mymodels02\models\darkmod\props\textures\apple_005_red.jpg": Maybe I missed something in Blender or it's the exporter. I don't know. In Darkradiant with a different path: tdm_myfood.skin: tdm_mymodels_kitchen.mtr: apple_005.ase:
  2. Snap doesn't work fix it and I rebuild it twice. It's always there. Also there is no gap it's a line mid air between the patches. The tesselation level is fixed to ten.
  3. A nice line of sparklies between 4 patches. They disappear when I move the whole thing by 32 untis or convert the arches to func_static so it's not a problem. But why do they disappear when I move it? The geometry is the same. sparklies.txt
  4. $player_ambient_light.bindPosition( $player1 ); void setup_objects() { entity light; $light = sys.spawn( "light" ); $light.setShader( "lights/ambientlightnfo" ); $light.setRadius( 384 ); $light.setColor( .1,.1,.1 ); // $light.noShadows( 1 ); $light.bind( $player1 ); $light.setOrigin( '0 0 0' ); } void main () { setup_objects (); sys.print( "\n Ambientlight created!\n" ); }
  5. The first 3 are without blendlights. 4th and 5th without foglight and the rest with foglight and different blendlights.
  6. Sorry rebb. Tried this some time ago and it didn't work. Same with the foglight in skybox.
  7. Maybe in a small sample map. In a larger twisted city map it's nearly impossible. First you have to use one foglight that covers the entire map. If you use more than one foglight you get ugly overlapping effects or strange looking areas without fog that doesn't fit. Second you are limited to high buildings and extremely short and narrow streets. The foglight has to cover the highest building so you need a huge area behind smaller buildings so that the player can't see the part of the skybox that touches the foglight. To place one foglight in a city map with a complex layout without touching the skybox is quite difficult. In Thief's Den or a map with one large street like St. Lucia this may be possible but not in a map like Fiasco at Fauchard Street which still has a fairly simple layout. This sometimes huge extra room behind smaller buildings kills every complex map layout and vertical play. Maybe I missed something. Fingers crossed ... http://forums.thedar...post__p__274883 It's a normal blendlight that adds some "ambient light" to the scene. It looks a bit foggy and much more natural than a normal light with no shadow or the ambient_world. I tried this. You need the 3 blendlights. See the spoiler below. Can't recommend that. Most of the time it just looks strange. Same for the ambient_world. Colored foglights are a totally different thing.
  8. The colours represent the number of lights that hit a surface. Black = 0 Red = 1 Green = 2 Blue = 3 Cyan = 4 Magenta = 5 White = 6+ ambient_world + 2 lights ambient_world + 2 lights + 2 blendlights + ambient blendlight ambient_world + 2 lights + 2 blendlights + ambient blendlight + foglight If the colours are correct, he ambient_world doesn't count as a light. Blendlights do count. The performance impact of a blendlight is much smaller than a light that casts shadows. But there is still a noticeable difference when you add them to a scene. In the first 2 scenes I get 63fps but the first one feels much smoother. In the 2nd scene I get barely noticeable micro lags thanks to the ambient blendlight that covers the entire scene. The third scene with 7 lightsources is still ok. I get full fps and it runs much better than most of the TDM Missions out there. The trick is that the two lights and their blendlight don't intersect with each other. Otherwise the entire screen would be white and you would get an interactive slide show. The main problem is that the sky is rendered straight over the foglight: http://forums.thedar...post__p__273424
  9. ambient_world: 0 0 5 foglight: basic_fog; shaderParm3 1500; light_radius 768x1024x768; 240 25 20 main blendlight for the whole scene: glare; 0 14 7 left light: fallof_exp2_candleflicker; 38 49 65; radius 110 135 150 left light blendlight: glare2; 0 10 10; radius 115 128 128 right light: fallof_exp1_candleflicker; 38 49 65; radius 70 200 150 right light blendlight: glare2; 0 10 10; radius 70 128 128
  10. Heart of Lone Salvation Return to the City The Tears of St. Lucia Flakebridge Monastery Alberic's Curse
  11. Press 'o' to open the console in DR.
  12. Nice work Baddcog! When I tried to compile Street_Vis_tut_01 I got a leaked warning. Here is a fixed version: https://rapidshare.com/files/1957641421/Street_Vis_tut_01_1.map
  13. It would be difficult to keep it outside. Here is a mapfile: https://rapidshare.c...ht_skybox_2.map 1st room: Skybox inside the foglight 2nd room: Skybox outside 3rd room: Possible workaround 4th room: The Problem with the workaround
  14. I have a problem with a skybox and a foglight. If the skybox is outside of the foglight's volume everything is fine but when I put the skybox inside it's rendered straight over my foglight. Is there a solution/workaround for this? Without cannibalizing the map layout or deleting the foglight.
  15. No. Not really. Q6600 4GB DDR2 GTX460 1GB Same here. Even with >9700 draws my test map doesn't crash.
  16. I thought about merging them, but it's a totally different style. I don't think it will work.
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