Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/ambient lightening lights ill/' or tags 'forums/ambient lightening lights ill/q=/tags/forums/ambient lightening lights ill/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. These have never worked for me, but I installed TDM 2.0.9 and DR 2.11 and was looking at maps and all the lights work. I've done a lot of experiments with my own materials, and nothing ever worked so far, so I wonder if it's because Quake 4 is the set game? Is this only for TDM or should it work for all supported games? Or maybe it's my materials or my lights?
  2. After thoroughly trial and error testing the possible cause of low FPS in recordings I can safely warn everyone else that despite having a strong graphics card ambient occlusion absolutely tanks output. This doesn't show while playing the game, just in the finalized video. Not sure whether this is to be filed as a bug or a sad side effect, either way I hope this helps out in the coding process! About a minute in the framerate takes a drastic drip. I am not sure what areas in particular cause this, what angles or why. Equal amounts of drop in framerate are present in low to high. The only differential is turning it off altogether.
  3. In TDM 2.08, the option for tdm_ambient_method was removed from the menu and it's set to 0 by default. That means the engine uses ambient lights, not textures to calculate this. You can safely remove the //TDM Ambient Method Related code from your materials, and everything will work the same. This should make your material files smaller and more readable
  4. My fairly recent office laptop doesn't seem to like ambient occlusion, resulting in images like these on both 2.08 and 2.09: A driver update made no difference, nor does trying out various combinations of graphics settings. The CPU is an Intel i5-1035G1 with an onboard Intel UHD G1 (Ice Lake 32 EU), Windows 10. I've attached a condump from a test map in 2.08. ao_208.txt
  5. Holy crap this problem is driving me crazy downloaded whole another copy updated windows updated drivers deleted netframeworks reinstalled them nothing works ! look at this
  6. Hello, Recently while doing some stuff with light i asked myself a questions: For the sake of immersion, should dark caves with 0 light sources be pitchblack? You can ask this question multiple games: We see Ambient light in Skyrim in nearly all caves/dungeons- I cant remember a single moment in thief [1,2,3] where there was full darkness. Amnesia has ambient light in only a few levels, the rest is completly dark. Splinter cell uses full darkness in only a few spots. What do we do here, TDM doesnt use full darkness either. Can we talk about why we use ambient light? And why cant dark caves not be fully dark? Should we have a setting for ambient light? Please tell me what your experiences are i cant decide on what looks/is better. I like this light more: https://www.nexusmods.com/skyrim/mods/72594
  7. I have bumped into an old issue about glitches with directional lights: 3818. At the same time, I have recently fixed a bug in interaction culling, which happens when light source illuminates many portals areas at once. If we are lucky, that bug could be the only one It would be great to check it on some test map. But creating a testmap from scratch would be a horrible waste of time. I wonder if someone had experimented with parallel lights and vast outdoors areas and saw shadows randomly disappearing. If yes could you please share your test map?
  8. To help expedite development: Do any mappers recall using ambient lights "with falloff" in any released missions? Name of mission?

    1. Show previous comments  5 more
    2. nbohr1more

      nbohr1more

      All set. Fix accomplished. :)

    3. demagogue

      demagogue

      IIRC I think I used my world ambient with falloff for my FM (Patently Dangerous), because I wanted to make out-of-map areas into total black with a blurry boundary.

    4. Bikerdude
  9. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  10. I am particularly fan of the ambient musics that you have composed for the game. They are dark, mysterious, stressful. I particularly like gregorian,s s_catacombs, ss_derelic, underground_darkness_loop, basement01_loop, church, but most of them are awesome. I am actually looking for good ambient musics for my game, and I was hoping that maybe the authors of the respective musics would be interested to sell me the rights to use it in my upcoming dungeon crawler title ? I would be really interested to get in touch with them. Also, your sound FX are very good. Is there any way to purchase all or some of them? Maybe it is more complicated due to their various origins and licenses.
  11. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  12. I've recently updated the game to 2.07. I'm having a few problems. The menu Flickers and glitches when i move the mouse cursor over the words, this is not too concerning but it is a bit annoying after a while. The other problem I'm having is that during game-play there are some glitches that i think are to do with the light sources. They begin to glitch after a few seconds. Triangles where torch is: Random pale glitch in corner and flame in 2d: Inventory object not the correct image for split second. It's supposed to be a book: My computer stats are:Operating System: Windows 8.1 64-bitCPU: AMD A10-7700K, Kaveri 28nm TechnologyRAM: 8.00GB Dual-Channel DDR3 @ 669MHz (9-9-10-24)Motherboard: ASUSTeK COMPUTER INC. A88XM-PLUS (FM2+ )Graphics: N20WB (1680x1050@60Hz), 1024MB ATI AMD Radeon HD 5500 Series (XFX Pine Group) Any suggestions and help will be appreciated.I can get more screenshots if it helps.
  13. As per Duzenko's request here: http://forums.thedarkmod.com/topic/19650-glsl-custom-shaders-a-mapper-wanted/page-2?do=findComment&comment=427749 Currently we can't use bloom with lights as efficiently as in other engines. Blend add mode, along with emissive texture does not allow the light to be bigger than actual bounds of a model, even with high bloom intensity settings. Example: Now in other non-PBR engines like UDK, you have Emissive slot in your material definition, and you can use that texture with multiply operation to achieve this effect: In TDM, you have to fake this effect with transparent particle, which takes more time to make, adds resources and needs more processing power. It would be great to have this effect only through post processing, as in image above.
  14. Hi I have a weird issue with playing the mod. All lights except for the ambient lights are not working. See attached image. This happens in all the missions I tried today. The light gem doesn't light up and guards cannot see me if i move closer to a light. If I use the lantern the light gem becomes bright but there is no light in my surroundings from the lantern. So I reinstalled tdm completely and I updated my nvidia geforce drivers but the issue remains unfortunately. Anybody has an idea what causes this?
  15. As most players will surely agree, one of the things that make TDM great are its visual capabilities, which come from idTech 4 having been so well designed. As I've been playing more with rendering and game engines during the last period, I realized this is something worth bringing up in the graphics department. I dare suggest it since frankly, TDM has some of the best graphics in the world of open-source games today... the idea of adding a common effect that would rocket its visual quality even higher sounds acceptable enough to post about. Typically there are two light occlusion effects, though I can imagine them combined in one by a smart renderer: Ambient Occlusion to simulate darkening in tight spaces, and Global Illumination to simulate light reflecting off surfaces. They're often costly to calculate for realtime lights, but there are engines that do it right... Tesseract (FPS based on Cube 2) offers a great example of doing FPS-cheap GI! A more serious problem specific to TDM is that this would affect the brightness of areas, and in turn the gameplay on existing maps... it would need to be an user option for this reason. I'm mostly curious on the opinions of the devs; Could at least SSAO be considered at some point, if not an implementation for radiosity? Some examples of why this is so awesome.
  16. Is it something we want to add to the engine? https://www.epicgames.com/unrealtournament/forums/filedata/fetch?id=343728 If so, does it need to be per material or per entity?
  17. Hello! I just upgraded my 2.06 Darkmod to 2.07 and have experianced following issues. Bottom half of the main menu flickers when moving mouse. When playing Tears of st. Lucia most of the lights are not lighting up anything. You can see the model for the light is lit but no light is emmited. I just returned to Darkmod and am unable to play at this point. Couldn't find any similar post, checked FAQ. I uninstalled the game and installed it again fro scratch, as well as removing anything from %appdata% and the problem remains. Please help! Thanks, Neux
  18. Of course I'm not talking about the flames, but the electric/gas lights or whatever they are that always remain lit. It can have balance like attract a guard from the break sound or require a special tool. I just find the fact that they're impermeable yet the fire lighting is so easy to take out a bit of an odd thing.
  19. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  20. Hey folks. Haven't been around for a while, and I mostly just lurk. I really want to get into modding and mapping, but I haven't taken the step yet. I thought I'd focus on what I'm good at until I get to the stage of actually making my own maps, and that is... music. Here's an ambient piece I made today in Reason 10. Rain sounds added for context. https://soundcloud.com/paralytik/tdm-holy-ambient
  21. I'd like to make an Ambients database that lists all the ambient assets currently available in TDM, for mapping purposes. I would like to ask whether it would be all right to use some public sound storage and playback site (e.g. SoundCloud, maybe ?) to upload short samples of these ambients ? As previews for the database overview. Feedback on this idea needed !

    1. Show previous comments  3 more
    2. Petike the Taffer

      Petike the Taffer

      I do have some info on the customs assets already offered here on the site and recommended external sites, but those are wholly separate articles, established almost a year ago.

    3. Petike the Taffer

      Petike the Taffer

      Here's the repository of addon audio assets (sounds, ambients, etc.): http://wiki.thedarkmod.com/index.php?title=Sound_addons_repository Only stuff that is not in the base game, for the sake of interested mappers.

    4. Petike the Taffer

      Petike the Taffer

      http://wiki.thedarkmod.com/index.php?title=Ambient_Database Here's the current version of the database. No sound samples yet, that needs to be negotiated and thought about first. If there have been any additions to the ambient .pk4s in 2.06 and 2.07, feel free to expand the DB.
  22. Being ill really sucks!

    1. Airship Ballet

      Airship Ballet

      If your stomach's upset, shave some ginger into your favorite soup. Shit's rad!

    2. Sotha

      Sotha

      Aye! Get well soon!

×
×
  • Create New...