Xcen
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Posts posted by Xcen
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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.
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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.
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It's the tdm_glare_lamp_01 particle.
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- 11
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$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" );
}
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r_showprimitives 1
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Are they the slightly washed-out looking shots that don't have the blue distance fog?
The first 3 are without blendlights. 4th and 5th without foglight and the rest with foglight and different blendlights.
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Sorry rebb. Tried this some time ago and it didn't work.
Same with the foglight in skybox.
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If you build around it you can avoid the light touching the skybox. Takes a bit more thought and area but it can be done.
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 ...
It would be cool to see what the scenes look like additionally to the lightcount imageshttp://forums.thedar...post__p__274883
What is an "ambient blendlight" btw ?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 wonder if you could get a very similar look in the end by simply using "ambient world + 2 lights + foglight", using careful tweaking of their settings.I tried this. You need the 3 blendlights. See the spoiler below.
but they [blendlights] can be used to provide general adjustment of colour over a wide area.Can't recommend that. Most of the time it just looks strange. Same for the ambient_world. Colored foglights are a totally different thing.
I'm also particularly interested to see what the blendlights are contributing to the scene. -
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
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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
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Love the possibilities of TDM
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Heart of Lone Salvation
Return to the City
The Tears of St. Lucia
Flakebridge Monastery
Alberic's Curse
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Press 'o' to open the console in DR.
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WARNING: JPEG library error: Progressive JPEGs not supported, use regular JPEG instead[shaders] Unable to load texture: textures/darkmod/wood/wood_planks1_ed
WARNING: JPEG library error: Progressive JPEGs not supported, use regular JPEG instead[shaders] Unable to load texture: textures/darkmod/wood/wood_planks2_ed
WARNING: JPEG library error: Progressive JPEGs not supported, use regular JPEG instead[shaders] Unable to load texture: textures/darkmod/wood/wood_planks3_ed
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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
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Does the sky box need to be inside the volume?
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
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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.
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This issue is Im also taking an educated guess only effecting people with low end systems?
No. Not really.
Q6600
4GB DDR2
GTX460 1GB
most (but not all) of my freeze ups were in the plague ward.Same here.
The reason is the draw call count at that point is almost 2000.Even with >9700 draws my test map doesn't crash.
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I thought about merging them, but it's a totally different style. I don't think it will work.
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted · Edited by Xcen
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:
skin tdm_apple_005
{
model models/darkmod/kitchen/food/apple_005.ase
tdm_apple tdm_apple_005_red
}
tdm_mymodels_kitchen.mtr:
tdm_apple_005_red
{
qer_editorimage models/darkmod/props/textures/apple_005_red_ed
surftype15
description "cloth"
noselfshadow
diffusemap models/darkmod/props/textures/apple_005_red
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/apple_005_red
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/apple_005_red
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 _flat //Bump
fragmentMap 2 models/darkmod/props/textures/apple_005_red // Diffuse
fragmentMap 3 _black // Specular
}
}
apple_005.ase:
*3DSMAX_ASCIIEXPORT 200
*COMMENT "Blender 2.63a Ascii Scene Exporter"
*SCENE {
*SCENE_FILENAME ""
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFxRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "apple_005_red"
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0.0000 0.0000 0.0000
*MATERIAL_DIFFUSE 0.8000 0.8000 0.8000
*MATERIAL_SPECULAR 1.0000 1.0000 1.0000
*MATERIAL_SHINE 0.0978
*MATERIAL_SHINESTRENGTH 0.5000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Cooktorr
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Texture"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "//DOOM 3\Darkmod\tdm_mymodels02\models\darkmod\props\textures\apple_005_red.jpg"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
mesh
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https://rapidshare.c...4/apple_005.ase