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  1. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  2. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  3. Here is a 2.10 build: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210-beta The instruction count has been further reduced. Comparisons: Default: Just the fresnel and Specular effect: Fresnel and Distance darkening: Fresnel + Distance Dark + SSAO Default + SSAO
  4. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  5. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  6. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  7. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  8. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  9. Does FPS jump up dramatically if SSAO and \ or Soft Shadows are disabled... or does it stay relatively low? Does FPS scale depending on your Render Scale value or does it remain low no matter how low you set the render scaling or resolution? Does FPS improve dramatically if you issue "killmonsters" in the console ?
  10. Anyone else with the same problem, I wonder? Which exact version of TDM do you use? 2.10 release or some dev build? If dev build then which one and when did the problem start? Could you also post condump? It sounds as if ambient shader does not compile with SSAO, in which case you console should contain compile errors.
  11. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  12. Heres sikkpins SSAO shader from sikkmod. !!ARBvp1.0 OPTION ARB_position_invariant; # input: #-------------------------------- # texcoord[0] = TEX0 texcoords # # local[0] = sample radius, darkening, amount MOV result.texcoord[0], vertex.texcoord[0]; MUL result.texcoord[1], program.local[0].x, { 1.0, 1.0, 2.0, 4.0 }; MOV result.texcoord[2], program.local[0].y; MOV result.texcoord[3], program.local[0].z; END #===================================================================================== !!ARBfp1.0 OPTION ARB_precision_hint_nicest; # texture 0 = _depth # # env[0] = 1.0 to _currentRender conversion # env[1] = fragment.position to 0.0 - 1.0 conversion OUTPUT oColor = result.color; ATTRIB fPos = fragment.position; ATTRIB TC = fragment.texcoord[0]; ATTRIB Radius = fragment.texcoord[1]; ATTRIB Bias = fragment.texcoord[2]; ATTRIB Amount = fragment.texcoord[3]; PARAM nonPoT = program.env[0]; PARAM invRes = program.env[1]; PARAM dcode24 = { 1.0, 0.003921568627450980392156862745098, 0.000015259021896696421759365224689097 }; PARAM farClip = 8192.0; PARAM inv8 = 0.125; PARAM HQScale = 0.5; PARAM DefVal = 0.55; PARAM randUV = 0.25; # 0.25 = 4x4; 0.0625 = 16x16; 0.015625 = 64x64 # pre-normalized w/ other necessary math done PARAM vec1 = { 0.01262953713852306359863762957346, 0.01262953713852306359863762957346, 0.01262953713852306359863762957346 }; PARAM vec2 = { -0.02525907427704612719727525914692, -0.02525907427704612719727525914692, -0.02525907427704612719727525914692 }; PARAM vec3 = { -0.03788861141556919079591288872038, -0.03788861141556919079591288872038, 0.03788861141556919079591288872038 }; PARAM vec4 = { -0.05051814855409225439455051829384, 0.05051814855409225439455051829384, -0.05051814855409225439455051829384 }; PARAM vec5 = { -0.06314768569261531799318814786729, 0.06314768569261531799318814786729, 0.06314768569261531799318814786729 }; PARAM vec6 = { 0.07577722283113838159182577744076, -0.07577722283113838159182577744076, -0.07577722283113838159182577744076 }; PARAM vec7 = { 0.08840675996966144519046340701422, -0.08840675996966144519046340701422, 0.08840675996966144519046340701422 }; PARAM vec8 = { 0.10103629710818450878910103658768, 0.10103629710818450878910103658768, -0.10103629710818450878910103658768 }; TEMP depthEnc, depth, random, ssao, uv; TEMP radius, dist, aspect, diff, res; TEMP SampleScale, distScaled, DepthRangeScale, DepthTestSoftness, RangeIsInvalid; TEMP R0, R1, R2, R3, R4, R5, R6, R7, R8; TEMP S0, S1, S2, S3, S4, S5, S6, S7, S8; TEMP D1, D2, D3, D4; # calculate the screen texcoord in the 0.0 to 1.0 range # MUL R0, fPos, invRes; # scale by the screen non-power-of-two-adjust # MUL R0, R0, nonPoT; # scale by the screen non-power-of-two-adjust # MUL R0, TC, nonPoT; MOV uv, 0.0; MUL uv.xy, fPos, invRes; # calculate screen width/height RCP res.x, invRes.x; RCP res.y, invRes.y; # calculate aspect ratio MOV aspect.x, 1.0; MUL aspect.y, res.x, invRes.y; # load the depth render TEX depthEnc, uv, texture[0], 2D; DP3 depth, depthEnc, dcode24; # range conversions MUL depth.z, depth, farClip; # MAX depth.w, depth.z, 64.0; # RCP depth.w, depth.w; MUL_SAT R1.x, depth.z, 0.0078125; # make area smaller if distance less than 128 units MAD R1.y, depth.z, 0.001953125, 1.0; # make area bigger if distance more than 512 units MUL R1.x, R1.x, R1.y; MUL SampleScale.xyz, R1.x, Radius; RCP R1.x, SampleScale.z; MUL R1.x, farClip, R1.x; MUL DepthRangeScale, R1.x, 0.85; # convert from units into SS units RCP R1.x, depth.z; MUL SampleScale.xy, SampleScale, R1.x; MUL SampleScale.z, SampleScale.z, 0.000244140625; MUL SampleScale.xy, SampleScale, aspect; RCP R1.x, SampleScale.z; MUL DepthTestSoftness, 32.0, R1.x; # load random vector map MUL R0.xy, fPos, randUV; TEX random, R0, texture[2], 2D; MAD random, random, 2.0, -1.0; DP3 random.w, random, random; RSQ random.w, random.w; MUL random.xyz, random, random.w; ###================================================= # calculate offsets DP3 R1.w, random, vec1; MUL R1.xyz, random, R1.w; MAD R1.xyz, R1, -2.0, vec1; DP3 R2.w, random, vec2; MUL R2.xyz, random, R2.w; MAD R2.xyz, R2, -2.0, vec2; DP3 R3.w, random, vec3; MUL R3.xyz, random, R3.w; MAD R3.xyz, R3, -2.0, vec3; DP3 R4.w, random, vec4; MUL R4.xyz, random, R4.w; MAD R4.xyz, R4, -2.0, vec4; DP3 R5.w, random, vec5; MUL R5.xyz, random, R5.w; MAD R5.xyz, R5, -2.0, vec5; DP3 R6.w, random, vec6; MUL R6.xyz, random, R6.w; MAD R6.xyz, R6, -2.0, vec6; DP3 R7.w, random, vec7; MUL R7.xyz, random, R7.w; MAD R7.xyz, R7, -2.0, vec7; DP3 R8.w, random, vec8; MUL R8.xyz, random, R8.w; MAD R8.xyz, R8, -2.0, vec8; MUL S1.xyz, R1, SampleScale; MUL S2.xyz, R2, SampleScale; MUL S3.xyz, R3, SampleScale; MUL S4.xyz, R4, SampleScale; MUL S5.xyz, R5, SampleScale; MUL S6.xyz, R6, SampleScale; MUL S7.xyz, R7, SampleScale; MUL S8.xyz, R8, SampleScale; # snap texcoord to pixel center MUL S1.xy, S1, res; FLR S1.xy, S1; MUL S2.xy, S2, res; FLR S2.xy, S2; MUL S3.xy, S3, res; FLR S3.xy, S3; MUL S4.xy, S4, res; FLR S4.xy, S4; MUL S5.xy, S5, res; FLR S5.xy, S5; MUL S6.xy, S6, res; FLR S6.xy, S6; MUL S7.xy, S7, res; FLR S7.xy, S7; MUL S8.xy, S8, res; FLR S8.xy, S8; # do first sample set MAD_SAT R1.xy, S1, invRes, uv; MAD_SAT R2.xy, S2, invRes, uv; MAD_SAT R3.xy, S3, invRes, uv; MAD_SAT R4.xy, S4, invRes, uv; MAD_SAT R5.xy, S5, invRes, uv; MAD_SAT R6.xy, S6, invRes, uv; MAD_SAT R7.xy, S7, invRes, uv; MAD_SAT R8.xy, S8, invRes, uv; # sample depth texture TEX R1, R1, texture[0], 2D; TEX R2, R2, texture[0], 2D; TEX R3, R3, texture[0], 2D; TEX R4, R4, texture[0], 2D; TEX R5, R5, texture[0], 2D; TEX R6, R6, texture[0], 2D; TEX R7, R7, texture[0], 2D; TEX R8, R8, texture[0], 2D; # decode 24-bit depth DP3 D1.x, R1, dcode24; DP3 D1.y, R2, dcode24; DP3 D1.z, R3, dcode24; DP3 D1.w, R4, dcode24; DP3 D2.x, R5, dcode24; DP3 D2.y, R6, dcode24; DP3 D2.z, R7, dcode24; DP3 D2.w, R8, dcode24; ADD D1.x, D1.x, S1.z; ADD D1.y, D1.y, S2.z; ADD D1.z, D1.z, S3.z; ADD D1.w, D1.w, S4.z; ADD D2.x, D2.x, S5.z; ADD D2.y, D2.y, S6.z; ADD D2.z, D2.z, S7.z; ADD D2.w, D2.w, S8.z; # do second sample set MUL S1.xyz, S1, HQScale; MUL S2.xyz, S2, HQScale; MUL S3.xyz, S3, HQScale; MUL S4.xyz, S4, HQScale; MUL S5.xyz, S5, HQScale; MUL S6.xyz, S6, HQScale; MUL S7.xyz, S7, HQScale; MUL S8.xyz, S8, HQScale; MAD_SAT R1.xy, S1, invRes, uv; MAD_SAT R2.xy, S2, invRes, uv; MAD_SAT R3.xy, S3, invRes, uv; MAD_SAT R4.xy, S4, invRes, uv; MAD_SAT R5.xy, S5, invRes, uv; MAD_SAT R6.xy, S6, invRes, uv; MAD_SAT R7.xy, S7, invRes, uv; MAD_SAT R8.xy, S8, invRes, uv; # sample depth texture TEX R1, R1, texture[0], 2D; TEX R2, R2, texture[0], 2D; TEX R3, R3, texture[0], 2D; TEX R4, R4, texture[0], 2D; TEX R5, R5, texture[0], 2D; TEX R6, R6, texture[0], 2D; TEX R7, R7, texture[0], 2D; TEX R8, R8, texture[0], 2D; # decode 24-bit depth DP3 D3.x, R1, dcode24; DP3 D3.y, R2, dcode24; DP3 D3.z, R3, dcode24; DP3 D3.w, R4, dcode24; DP3 D4.x, R5, dcode24; DP3 D4.y, R6, dcode24; DP3 D4.z, R7, dcode24; DP3 D4.w, R8, dcode24; ADD D3.x, D3.x, S1.z; ADD D3.y, D3.y, S2.z; ADD D3.z, D3.z, S3.z; ADD D3.w, D3.w, S4.z; ADD D4.x, D4.x, S5.z; ADD D4.y, D4.y, S6.z; ADD D4.z, D4.z, S7.z; ADD D4.w, D4.w, S8.z; ###============================================= # calculate occlusion ADD dist, depth.x, -D1; MUL distScaled, dist, DepthRangeScale; ABS_SAT R1, distScaled; MOV_SAT R2, distScaled; ADD R1, R1, R2; MUL RangeIsInvalid, R1, 0.5; MUL_SAT R1, -dist, DepthTestSoftness; LRP ssao, RangeIsInvalid, DefVal, R1; ADD dist, depth.x, -D2; MUL distScaled, dist, DepthRangeScale; ABS_SAT R1, distScaled; MOV_SAT R2, distScaled; ADD R1, R1, R2; MUL RangeIsInvalid, R1, 0.5; MUL_SAT R1, -dist, DepthTestSoftness; LRP R1, RangeIsInvalid, DefVal, R1; ADD ssao, ssao, R1; ADD dist, depth.x, -D3; MUL distScaled, dist, DepthRangeScale; ABS_SAT R1, distScaled; MOV_SAT R2, distScaled; ADD R1, R1, R2; MUL RangeIsInvalid, R1, 0.5; MUL_SAT R1, -dist, DepthTestSoftness; LRP R1, RangeIsInvalid, DefVal, R1; ADD ssao, ssao, R1; ADD dist, depth.x, -D4; MUL distScaled, dist, DepthRangeScale; ABS_SAT R1, distScaled; MOV_SAT R2, distScaled; ADD R1, R1, R2; MUL RangeIsInvalid, R1, 0.5; MUL_SAT R1, -dist, DepthTestSoftness; LRP R1, RangeIsInvalid, DefVal, R1; ADD ssao, ssao, R1; ###================================================= DP4 ssao.x, ssao, inv8; ADD ssao.x, ssao, -Bias; MOV oColor, depthEnc.xxyy; LRP_SAT oColor.x, Amount, ssao.x, 0.9; END
  13. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  14. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  15. List of beta versions and changelog: beta208-01. svn rev 8634 / 15810. Initial beta version --- see changes above. beta208-02. svn rev 8648 / 15876. * Completely new SSAO implementation. * Allow to return to old console font using con_legacyFont cvar. * Fixed inefficiency in depth prepass (multi-draw). * Put filenames with hyphens into doublequotes in skins. * Many more Dragofer assets integrated. * Revised advanced video settings menu. * Supported user "addon" scripts. beta208-03. svn rev 8660 / 15898. * Removed g_rotationHack entirely: both fixing the models and dmap errors. Dmap still writes warnings. * Now HRTF can (and should) be turned on and off in sound settings menu. Useless sound setting removed from GUI. * Shouldering improvements: unlock view, forbid mid-air, cvar to disable new anim. * Turkish translation update by Outsider One. * All skins text normalized to better style. Most importantly, all paths are now enclosed into doublequotes. * Fixed painting_deadXXX material decls for deadXXX painting skins. * Fixed covered furniture models. * Fixed apebeast missing wearables (5201). * Fixed missing textures for textures/darkmod/decals/vegetation/grass01 and textures/darkmod/volta/volta_arrows_sheet. beta208-04. svn rev 8675 / 15903. * Fixed SSAO issues: Render Scale compatibility, zoomed views, darkening when close to wall. * Fixed rare crash in AAS compilation tool (5212). * tdm_update permission-related improvements: better error messages + warn user if he has admin rights (5213). beta208-05. svn rev 8701 / 15914. * Added new implementation of bloom effect. Can be enabled in advanced graphics settings. * Added a way to control color precision. Setting 64-bit precision reduces color banding and improves bloom on overbright lights. * Fixed issue with random black things in some foggy maps (e.g. Heart of Lone Salvation). Unfortunately, "multidraw" rendering optimization was disabled for it. * Fixed the HOM effect on some maps when player flies out of the world (in the void). * Fixed experimental r_shadowMapSinglePass cvar. * More fixes to X-ray skins feature. * Added shader parallaxCubeReflect for parallax-corrected reflection mapping. * Fixed warning about number of choices in SSAO setting GUI. beta208-06. svn rev 8735 / 15934. * Fixed SSAO issue on AMD graphics. * Bloom parameters tweaked: it no longer depends on screen resolution. * Fixed occasional drops of shadow softness (5063). * Changing gamma/brightness in menu now immediately affects the gamma calibration table. * Fixed decal materials broken by new specular color rules (e.g. in Saint Lucia). * Added workaround for composing spawnargs longer than 128 character in scripts (5236). * Fixes to alpha-blended subviews. * Added fogAlpha material keyword: enables partial fog on translucent surfaces. * Added last material keyword which means stage should render after postprocessing. * Asset fixes: werebeast, manbeast, and a bit of zombie. Plus some models fixed. * Added console command overrideSurfaceMaterial to change material of surface under cursor (see this). * Fixed problem when restarting TDM reverted borderless mode to fullscreen mode. * Do not reload decls which are inside pk4 files on reloadDecls, unless it is forced by user. beta208-07. svn rev 8755 / 15948. * Fixed AI not sitting/sleeping when it can (5265). * Reverted unexpected change in frustum of projection lights. * Particle static collision improvements (water, better blocker override). * Added typical 21:9 resolutions to settings menu. * Various asset fixes. beta208-08. svn rev 8771 / 15957. * Updated GUI overlays for 21:9 resolution. * Fixed elementals sometimes causing events overflow. * Added listEvents command and com_error_crash, com_warning_as_error cvars (part of 5270). * Assets fixes: manbeast/werebeast and lionhead_amulet (5184, 5271).
  16. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  17. Default : New Fresnel : New Fresnel with SSAO:
  18. Here are some new comparisons: Default: New Fresnel with underside darkening: New Fresnel with SSAO:
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  19. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  20. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  21. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

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