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Found 7 results

  1. Hello, everyone! In this multi-part, comprehensive tutorial I will introduce you to a new light type that has been available in The Dark Mod since version 2.06, what it does, why you would want to use it and how to implement it in your Fan Missions. This tutorial is aimed at the intermediate mapper. Explanations of how to use DarkRadiant, write material files, etc. are outside of its scope. I will, however, aim to be thorough and explain the relevant concepts comprehensively. Let us begin by delineating the sections of the tutorial: Part 1 will walk you through four, distinct ways to add a
  2. I'm having lighting issues specifically on this mission. This is with soft shadows off, but I have similar problems with them turned on. Upon restart it seems to come up with different lighting issues each time. My settings. https://i.imgur.com/Z4AZLZ6.jpg https://i.imgur.com/wyjwrku.jpg Edit: It would appear my lighting, in general, is broken. I just started "Cleaning Up the Neighbourhood" and it also is broken. Will be posting this in a separate thread appropriately. Edit edit: Just happened in William Steele. My version of TDM seems broken. The lighting was perfectly functional ye
  3. Based on Rebb's work to make the Ambient light run it's own light interaction rather than piggy-back on the main light interaction, I have made a patch that allows you to add the "cubicLight" token to light material defs and switch lighting from the standard shaders to a new cubic_light.vfp shader that uses a cubemap as the projection texture and falloff is done spherically. This "new" shader (2011) was designed by Sikkpin before doom3world.org met it's demise. It also has HL2 ambient style cubemap shading which takes an input cubemap and gives the environment a sort of radiosity approxima
  4. I hope this isn't a useless thread, just thought it would be constructive to let everyone know about it. I was looking up some TDM related concerns, and accidentally stumbled across another fork of the idTech4 engine. It's called fhDOOM, and it seems to have a lot of neat graphical improvements over the stock engine. eXistence/fhDOOM There are definitely things in there that TDM could consider grabbing! Some important ones highlighted on their front page: Modern renderer based on OpenGL 3.3 core profile. Any up-to-date engine should have this as a norm.Parallax mapping. Not sure if we have
  5. I recently saw a post about the functionality of the idTech 6 engine, which brought this suggestion to my attention. It's actually a simple and trivial improvement, although I can imagine people missing it and not thinking about its absence. Also keep in mind I don't know the lighting code of TDM, and everything I say is purely out of observation. Like most engines that use dynamic lighting, TDM tends to have considerable performance issues when a lot of lights are rendered at once. This is often because of shadows and possibly other calculations. A common way to prevent extra computation in
  6. I searched the forum, but couldn't find a good example explaining that blend lights are for and how does it look like compare to normal lights. DarkMod wiki doesn't have info either, D3W is dead, Doom 3 has no blend lights. I noticed RAGE used quite a few of those. So my questions are: 1. What do blend lights look like compare to normal ? (please post an image) 2. What are the common uses for blend lights ? (please post an image) 3. Are there any specifics about preparing assets for blend lights (besides having blendLight key in the material) ? Thanks a bunch!
  7. I was looking at some images we have posted after taking some time away from computers entirely for quite an extended period of time and there's one thing I noticed. When we have specific brick or cobblestone textures they look fairly flat and bland. Maybe we should revisit the idea of parallax mapping, it would really improve these textures and actually increase performance because mappers wont need to use polygons to make convincingly 3d cobblestone and brickwork. We don't need parallax for all textures, this is one of the things TDS did right. Some textures had parallax some didn't,
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