Jump to content
The Dark Mod Forums

Bikerdude

Member
  • Posts

    20632
  • Joined

  • Last visited

  • Days Won

    139

Bikerdude last won the day on September 10

Bikerdude had the most liked content!

Reputation

4299 Deity

7 Followers

Contact Methods

  • Website URL
    https://www.youtube.com/@b1k3rdude

Profile Information

  • Gender
    Male
  • Location
    UK

Recent Profile Visitors

64484 profile views
  1. In December 2025 I had been looking on CEX for a 3060_12GB as a backup card, but then found a AIO watercooled 2080ti for £240 and bought that instead. The extra 1GB less VRAM on the 3060 couldn't compete with the upto 60% extra processing power of the 2080ti. And when the card got delivered I was pleasantly surprised, it came with in the retail box and accessories and was a faster model than I I thought I have bought - https://www.gigabyte.com/Graphics-Card/GV-N208TAORUSX-W-11GC And regarding that offer, I would take it and put that towards a 9070 or 9070XT.
  2. So if any of you are looking for a new GPU at this time, and it has to be new then AMD are really the only cost effective choice 9060XT 16GB (and LP variant) 9070 GRE 12GB, (and GRE variant) 9070XT 16GB nGreedia cards in the same original price segments are noticeably slower than thier AMD counterparts, For example the 9070XT matches than the 5070Ti a lot of the time and beats it some of the time in some games (including w/RT) while being £330 cheaper @ £720. If you don't need new or RT, then the 7800/7900XT card used are good value for money,. Do NOT buy the 7800/7900 new, they are massively overpriced for some bizarre reason. In the Uk via cex, the 7800XT/7900GRE is £455/£525, but then you can get a 9060XT 16GB for £420, and 9070 12GB £480 from them.
  3. @Arcturus thank you.
  4. Yep, but the salient point is that they were not generated from scratch, but simply up-scaled. That is the important distinction. Many mods have had upscaled texture packs made for them, including the thief series - this is no different.
  5. Is it possible to manually specify a different origin eg "localLightOrigin" "0 0 0" etc?
  6. Hey Greebo Thought you might appreciate this -
      • 2
      • Like
  7. Any stock light entity will do, but here are some that demonstrate my point - - atdm:antique_wall_light_1_globe - atdm:lamp_electric_fancy_lit - atdm:lamp_wall_gaslight_02_lit - atdm:lamp_hanging02 - this one is particularly bad due to the distance from the origin and the housing.
  8. So a long standing issue with the light model entities in the core, is that the main light source is hard bound to the origin of the model. This isnt great, because it means the origin of the light is then directly in the same plain as a wall or ceiling @ 0, 0, 0. which has an unpleasant effect visual effect on a lot of the stock textures. If the engine code could be updated/edited so the main/default light for each light entity could be somewhere that isn't the at 0 0 0 of a model, I would have no issue taking on the task of checking and fixed every stock light.. In my humble opinion, this should 'not' significantly break any existing FM's, because all we will be doing is moving the origin of the light source to where light would be emitted from IRL, eg the housing, bulb or arc etc.
  9. That's a cool feature that I will have to have a look into at some point, however - - you would be doing ping-pong workflow between blender and DR, trying to guess in blender where the raised parts of the terrain should be and then finding in DR its cliping into or cover something etc. - texturing on brush would be a nightmare in DR, and this would also have to be done in blender. This would be fine if the terrain brush was the only one in that location, but if it had adjacent terrain that the texture had to align too - more ping-pong. The above only works if your creating the terrain/s right at the start when blocking out your map, but some mappers don't work that way (ie me) I build stuff on the fly and out of order and sometime come back to a map to do a detail pass and change a bunch of stuff.
  10. Might have to use both.
  11. Noice! Im grabbing this for my BHM wip
  12. So as many mappers may know, getting NPC's to path find over the top of func_static patch based terrain is a ball ache. The current method is to place lots of perpendicular MC brush at varying heights under the patch, loosely aligned to the surface of the terrain etc. When the terrain brush is all one texture type, the above is a viable solution. But when you introduce vertex painted terrain patches, the issue of different foot sounds becomes a question. As in for reasons I don't understand yet, you only hear one foot sound type, eg grass or stone etc. So I came up with a technique that I don't know if anyone has used before. To get around the foot sound issue, I place a nodraw solid brush (NDS) with different textures (grass/stone/etc) to cover the different parts of the terrain . And as every mapper knows, trying to raise/lower the vert point of a square brush, inevitably causes other verts to move when you don't want them too. So my solution was cut the square brush up into triangles, so for a square brush that's 4 triangles. Here is an example of a large vertex painting terrain brush, with 3 different textures that I have placed a bunch of NDS brush under.
  13. @Arcturusdo you recon you could upgrade your animated fish to this..? Robot fish
  14. Yep, @Baal and @Amadeus have been doing a bunch of scripting for a new feature that has expanded gameplay. @Baal is also helping me completely rebuild another section of one of the maps.
  15. Only if its NOT toggleable.
×
×
  • Create New...