Jump to content
The Dark Mod Forums

So, what are you working on right now?


Springheel
 Share

Recommended Posts

There are 3 in that shot - 2 floodlights and the moon (also, the lighthouse has one, but it doesn't ever intersect with the floodlights - I think.

 

I'm going to make the statue not cast shadows, as well.

 

I don't know that might look a little weird. I also find that lights in Doom 3 that don't cast shadows really stick out like sore thumbs for me.

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

Just enable some fixed tessellation using the patch inspector tool (shift S). Find that nice sweet spot where it fits in more with your geometry and doesnt look uber smooth and "oh that's a patch" (usually around 5/6 for rounded stuff, in one direction). should increase FPS and make the scenes look more TDM-like.

 

I already use fixed tessellation. What do you mean by more TDM-like? Jagged edges aren't exactly my idea of an artistic direction. I want my maps to look better than TDM is "supposed to".

Edited by killhour
Link to comment
Share on other sites

I already use fixed tessellation. What do you mean by more TDM-like? Jagged edges aren't exactly my idea of an artistic direction. I want my maps to look better than TDM is "supposed to".

 

He means to select the patch, press Shift+S, at the bottom of the patch inspector, click the checkbox, and change the number of subdivisions until it looks better.

 

I just reread your post and it sounds like you are doing that already lol.

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

He means to select the patch, press Shift+S, at the bottom of the patch inspector, click the checkbox, and change the number of subdivisions until it looks better.

 

I just reread your post and it sounds like you are doing that already lol.

 

Yes, that's what I'm doing. He told me to reduce the subdivisions so it looks more in line with everything else or something.

Link to comment
Share on other sites

Yes, that's what I'm doing. He told me to reduce the subdivisions so it looks more in line with everything else or something.

 

Ah I see what he's saying, I don't think it looks super smooth, I was actually going to suggest adding more subdivisions lol.

What is your subdivisions at anyways?

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

Ah I see what he's saying, I don't think it looks super smooth, I was actually going to suggest adding more subdivisions lol.

What is your subdivisions at anyways?

 

It's pretty high - 8 horizontal and 16 vertical. The problem with less is that the light really highlights the edges.

Edited by killhour
Link to comment
Share on other sites

Yes, that's what I'm doing. He told me to reduce the subdivisions so it looks more in line with everything else or something.

 

Not to detract from artistic license or anything, however I do think that under most circumstances the 'roundness' of patches is something that makes them look out of place, cylinders have a visible square bias, arches look flat in the middle etc, they also look smoother and shade differently than the models and other objects in TDM which have larger faces/lower poly count.

 

To me the lack of continuity/congruency of such elements detracts from the look of a map, but that's just my personal feeling.

 

But as said, it's your map and I'd prefer that you do things which make you happy at the end of the day :)

Link to comment
Share on other sites

Not to detract from artistic license or anything, however I do think that under most circumstances the 'roundness' of patches is something that makes them look out of place, cylinders have a visible square bias, arches look flat in the middle etc, they also look smoother and shade differently than the models and other objects in TDM which have larger faces/lower poly count.

 

To me the lack of continuity/congruency of such elements detracts from the look of a map, but that's just my personal feeling.

 

But as said, it's your map and I'd prefer that you do things which make you happy at the end of the day :)

 

I have to agree with this though, happening upon some geometry in game that is significantly smoother than the rest makes it really stand out. Having said that, I would still prefer higher fidelity to congruency.

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

Not to detract from artistic license or anything, however I do think that under most circumstances the 'roundness' of patches is something that makes them look out of place, cylinders have a visible square bias, arches look flat in the middle etc, they also look smoother and shade differently than the models and other objects in TDM which have larger faces/lower poly count.

 

To me the lack of continuity/congruency of such elements detracts from the look of a map, but that's just my personal feeling.

 

But as said, it's your map and I'd prefer that you do things which make you happy at the end of the day :)

 

I usually do try to make the patches reasonable, but in this case, the lighting really makes the individual faces stand out, so it's necessary to over compensate a bit.

Link to comment
Share on other sites

but dosent having too many subdivisions impact on performance..?

 

Not if you're careful about it. That fountain has about 2500 tris, not counting the statue. Since there's only one of them in the level, it's not a big deal. Also, performance in those shots is more limited by the fact that the visportals are far from finished.

 

Besides, I'm not under any constraints from a publisher to reach a wide audience, so the level is going to be tuned to be playable on my card - a GTX 260.

Edited by killhour
Link to comment
Share on other sites

In some thread around here, we were talking about using faux shadows (decals?) for static lights so you could turn off shadowcasting to help performance, but it still look and act like a shadow (for lightgem purposes). I don't remember how that panned out now, but something to look up if you really want shadows and the performance really needs help in a scene.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

In some thread around here, we were talking about using faux shadows (decals?) for static lights so you could turn off shadowcasting to help performance, but it still look and act like a shadow (for lightgem purposes).

Hmmm this sound interesting, I use decals and the smoke/scorch decal to provide fake shadows under lights, but I would like them to effect the lightgem for sure.

Link to comment
Share on other sites

Not if you're careful about it. That fountain has about 2500 tris, not counting the statue. Since there's only one of them in the level, it's not a big deal. Also, performance in those shots is more limited by the fact that the visportals are far from finished.

 

Do you know you make things appear "round" by using "smoothing" so even a 4-tris "block" appears round like a round bar? That might help without compromising on the quality.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Do you know you make things appear "round" by using "smoothing" so even a 4-tris "block" appears round like a round bar? That might help without compromising on the quality.

 

As far as I know, patches should do this automatically. Doesn't seem to be working though. Is there something I need to do to explicitly tell the engine to do this?

Link to comment
Share on other sites

The lighting on the actual texture will appear smoothly rounded, but any shadow cast by it (including onto itself) will be exact as the polys are, so when the light is going over the curve there will often still be a very solid line of where the shadow starts.

shadowdark50.gif keep50.gif
Link to comment
Share on other sites

You can see an example of this with a Square Cylinder, instead of a Regular Cylinder. Checked it out it's pretty cool.

Create a brush, go to the Patch menu and go to I think More Cylinders, and pick Square Cylinder. It's square but when lit by a light looks rounded.

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

The lighting on the actual texture will appear smoothly rounded, but any shadow cast by it (including onto itself) will be exact as the polys are, so when the light is going over the curve there will often still be a very solid line of where the shadow starts.

 

Yeah, that's the problem I'm having. It's giving me a jagged line following the polys right where the shadow starts. I assume there's no way to do anything about this other than increase subdivisions?

Link to comment
Share on other sites

Is that the Doom 3 Soft-shadow mod or is that a faked shadow via one of rich_is_bored's suggestions?

 

(So is FPS up or down :laugh: )?

 

(I thinks it's up from Biker's catch of the filename clue "painting a projection image for a spotlight" )

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share


  • Recent Status Updates

    • Nort

      I did it! I finally did it! After 48 hours of frustration and confusion, I managed to finally sort out how to attach equipment to NPC:s properly, and write down coherent instructions on how to do it, both in my manual, and in this forum.
      I can finally rest. I can finally eat breakfast.
      · 0 replies
    • Nort

      Spent most of the day learning and writing about AI navigation. It's stuff I already know, but the magic about writing something down as clearly formulated as possible, is that you then see things that much more clearly. You also find what's unclear to you, and then you figure out exactly how things work. I was hoping to get through it all within just a day, but it looks like this will take tomorrow as well, at this rate. There's also plenty of other nonsense I have to get through as well. Everything's a chore.
      · 0 replies
    • Nort

      I want to be a fish, but I'm not a fish. My mom wants to be a fish too, and so she's killing herself eating plankton and sh***ng blood, and tells me to stop nagging her about taking her medication. I spent several hours today, just lying in bed, having anxiety over just existing, and not being a fish. You fish, you don't know how lucky you are. You can eat all the plankton you want. I tried eating plankton again yesterday, and I just got sick. I hate being a shark.
      · 0 replies
    • Nort

      I just gave myself vertigo. A pleasant kind of vertigo, like the world has been lifted off my shoulders. I'll explain:
      Yesterday I saw to my dismay, that I had made my entire map two - two - units too short on every level - that every set01 piece was sticking 2 units into the ceiling. That's basically 402 brushes that needs to be realigned (minus the ground floor brushes).
      I knew enough about selections to do all of that in a very tense five minutes, and it compiled without leaks. (Thank you so much, Dark Radiant devs, for making an editor with such care for precision that you can align hundreds of brushes perfectly at once (which is not something I can say for Valve's Hammer editor, which has some serious issues on that front, which actually made me just quit it in disgust).) However, the result is that the entire level has now been stretched a barely noticable 2 units, and it will take some getting used to psychologically.
      · 0 replies
    • Nort

      My workflow is basically running from a chain of disasters, eventually trying to seek shelter in former disasters. It's not ideal - it's just my life.
      When I abandoned my first map, it was out of a typical mental breakdown, and so I returned to find a skybox void where the kitchen door should have been (due to a misplaced visportal) and two overlapping brushes Z-fighting on the kitchen floor.
      I've now cleaned up the last bit of mess, by cleanly separating every floor into its own layer. Now I can finally work on each floor in peace.
      ...not that I really needed to. Once you get skilled enough, the orthographic messes, well, I'll let this video speak for itself:
       
      · 1 reply
×
×
  • Create New...