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AluminumHaste

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Posts posted by AluminumHaste

  1. How do you get AI to walk on complex terrain patches?

     

    AI cannot pathfind on patches, only brushes, I know it sucks. But they can be "tricked" onto walking on patches. like if you put a monster clip brush below your patch, the AI will walk on the patch.

     

    If you want to see what the AI see when in game, go into the editor and hide all patches.

  2. Nice, thank you!

     

    Spent some time building, but I have run into an error I can't tell the cause of. DMAP reports a leak, but the pointfile does not actually go anywhere, it just points from the furthest reaches of the void to the middle of one of the outer walls - there is actually nothing there - no seam, no entity, not even a place where brushes intersect. <_<

    [edit]The console says "entity reached from outside -- no filling". The red line is entirely straight and parallel to the X,Y plane, although located 512 units above it.[/edit]

     

    Delete the wall and draw another one?

  3. Another one: attempting to turn a bevel patch into an inverted bevel endcap, the textures on the sides are distorted (pulled towards the endcap corner?). How do I remedy this? Copying/pasting shaders, Normalise and Natural did not help.

     

    Create a brush with the texture oriented the way you want, right next to the patch. Copy the shader from the brush face that's facing the same direction as the patch (Middle Mouse Button) and paste it onto the patch (Ctrl+MMB)

  4. 17 FPS? I thought you were getting 50 ;)

     

    lol, you should know by now that when you hit F12 to take a screenshot, the game pauses for a split second and your FPS drops to like 1, and the file is created somewhere in between there, so I always show like 15 FPs in most of my screenshots. Unless it's like just a room that's empty, then it's at 60.

     

    Also I was using the polished marble texture over the entire floor that uses a cube map, which seems to kill performance on such a large scale, not to mention that it looks like crap.

    I was considering trying for a reflection on the ground marble, but even in hallways with hardly anything, real time reflections seem to be performance killers.

    I've since switched to a non cubemapped marble texture and it's running much better now.

  5. I like the contrast/color change on the pillars, but I still think stone bricks would look better. That wood is just too smooth plain and those pillars are huge.

     

    yeah for something that large, the wood portion of the pillars is probably rough wood, with a veneer over top to make it look smooth.

  6. Looks nice, but I must admit the notion of wooden columns (especially this big) seems odd to me. Just my take on it though. There are probably stones near that color if you wanted to preserve the scheme.

     

    Somebody posted pics of real cathedrals and one of them had stone columns with wood secondary supports just like this.

  7. Using only subtractive for an entire map -- subtracting walls of buildings from within a "gamespace cave", same for stairs and walls and railings and trees and... -- creates a lot of geometry and requires very complex work. Realistically, no one does that;

     

    My uncle did that for one of his Thief 2 maps, I can't remember which one, but he went crazy optimizing it. I think it was A Thief Nonetheless maybe? But yeah he said doing it that way, gives a good boost to rendering speed when playing the game.

  8. Here's what I mean:

    post-58-12565814704_thumb.jpg

     

    However, I guess this might be a result of perspective correcting or just viewing angle. If the rotated/slanted windows cannot be made with bottom straight edges running parallel to the walls (as they should), that would be a shame. If they can, it's well worth doing, as the other method is fake looking. Parallel light textures?

     

    OOOOOHHHHHHHHHHHHHHHh I see what you mean, but that's just the perspective of the screenshot, that's not one light doing that, that's about 15 lights along the top and they are all oriented the same way. When you look at it from the roof, they are all correct.

  9. I find subtractive editing totally unnatural. When you are building something in real life, whether it's with Lego or a real building, you don't start with a giant concrete block and start carving it out from the inside. No you start by putting up the walls, then adding trim and such, which is exactly what we are doing in DR. So for me, it's very natural to add geometry into a level.

  10. You lie threw your teeth, then you must not have the Vista 64 version with a quad core processor

     

    God you are such a fucking noob, time for you to leave now:

    System Specs:

    Intel Core 2 Quad Q9000@2Ghz

    2x Nvidia Gefore GTX260M 1GB (SLi enabled)

    256GB SSD

    4GB Ram

    Doom 3 has affinity on all 4 cores.

     

    screenwp.jpg

  11. I really like the direction this is going, visually I mean. Could turn into one of those ultra awesome Oblivion-churches in big. Here are a couple of suggestions/ideas from my side though, feel free to ignore:

    • Walltexture: Better choose one with bigger Brickstones that tiles better. On distant walls you can clearly see repetitive patterns.
    • Beamtexture: The beam should not consist of single wood-panels but should be solid wood instead.
    • Benchtexture: The texture on the seat benches should be rotated by 90° and have a slight vertical offset in every row, so that no repetitive patterns can be perceived. This is also more realistic.
    • The projected light-textures and the windows: Since the light emitted by the moon is approximately parallel, the projections shouldn't be twice as big as the actual windows they originate from, at least not in a nearly orthogonal projection, like it's the case here. But since the effect is so nice, I'd just make the side-windows bigger (like a little bit smaller than the front windows at the altar). Also on such a big distance, dispersion should definitely kick in. Is it possible to blur the projected texture a bit from within the editor, or would you have to blur the texture itself and project that altered version?
    • Windowtexture: The emitted light is very very bright, which is nice, but it doesn't fit in with the window texture. A bright colorful stain glass texture would be swell!
    • Lightshafts: Maybe add some huge lightshafts to the windows! :-) (Those wouldn't even be unrealistic here because of incense)
    • Glassdome: I could also imagine a big glassdome over the compass rose, also projecting a nice light texture and emitting lightshafts of course.

    Sorry, I always get hung up in my imagination and once that's the case, I tend to behave like an art director. :-) I am painting a beautiful bombastic monumental church in my mind right now. But I guess this will remain a dream, because at some point you will really have to watch performance I guess.

     

    Sorry I didn't pick the wall texture, I think Sneaksie did. I am planning on changing that though, and not use a single texture. You have to realize though that it takes about 5-6 minutes to re-texture one window arch group (4 windows and arches). I then have to either repeat that process to the other 30 window groups, or delete them all and clone the changed group. Either way, I'm looking at hours of work, so it's been slow going.

     

    Now for the beams, I have to disagree with you there; there is no wood beams that large that are made from a single piece. Now the orientation of those textures needs to be fixed I agree, but beams that large are actually stronger when made with multiple interlocking, glued and nailed beams. My church in town has these beams, so I know they work.

     

    The benches; now that's interesting I agree with you 100%, only problem; 300 benches. I do plan on doing something though. Each group of benches is it's own entity. All I'm going to do is turn OFF texture lock, move the bench groups around randomly until the textures different for each group, then I'm going to relock the textures, then mix and match the benches.

     

    Oh those projected lights on the windows are coming from the top windows, at a 45 degree angle lol. The windows on the ground also cast light, but since they are at the ground, the light is right in front of them. Yes it's way easier to blur the image in photoshop, then to resize 100 windows lol.

     

    It's funny you mention the window texture but did you notice that the projected light's texture IS the window texture?

     

    Lightshafts are for f'in sure!!!! I just have to learn the best way to do them, any suggestions would be welcome.

     

    The glass dome would be almost useless as right now the light is streaming in from the moon outside at a 45 degree angle, a glass dome on the ceiling would not be able to shine light on the rose below. Only at midday or when the moon happens to be in the sky. Although I think a glass dome using one of my translucent stained glass windows looking out into the starry sky box, would be epic, but probably kill performance every time you looked up.

     

    One cool side effect of me redoing some of the architecture and making everything entities, is that performance is wayyyy up from when Sneaksie tried it a few days ago.

  12. AluminumHaste, the cathedral looks great and I can't wait to see it in game, but please, for the love of the Builder use compressed jpgs. It's taking 45 seconds to load this page with a 7MB connection. I saved one of the images as jpg so you could see the difference. Original was 2.1MB, the jpg is 166KB (less than 10% of original).

     

    post-2168-125657096816_thumb.jpg

     

     

     

    God I HATE Jpeg compression!!!! All I see in that pic is the horrible artifacts in the dark areas, there's no detail anymore in the dark spots. While you may not be able to see the detail anyways if your monitor is too dark, I can. I had this thing balanced a while ago for my rooms lighting, and it's been great.

    I do agree that 2 megs per shot is large, but I really don't want to use Jpeg. I will post screenies at lower res then, maybe 1280x800 instead.

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