Jump to content
The Dark Mod Forums

Bikerdude: - questions


Bikerdude

Recommended Posts

  • Replies 972
  • Created
  • Last Reply

Top Posters In This Topic

  • 2 weeks later...

Why would patches with a rain texture applied cause a huge fps drop on a map..?

 

The texture emits rain particles. The default rain textures cause a huge amount of rain particles, so I wouldn't use anything higher than the light rain textures.

 

You need to set up hide_distance patches so that there are smallish areas where the rain pours when the player is near them. See transaction.map how to set it up.

 

Rain particles are be really, really expensive. Check r_showprimitives when you have rain and when you don't for the same scene. The triscounts are insane for heavy rain.

 

You might want to tweak the rain a bit if you have the rainparticles disappearing when the player looks down at certain angles. See transaction/particles/transaction.prt & transaction/materials/transaction.mtr for optimized rain particle emitting rain texture. You can change the count variable in the .prt file to increase or decrease rain particle amount. The less you have, the better the performance will be, obviously. :D

 

I am unsure whether the texture scale has any effect on how to particles are emitted. The .prt file is where you can tune the rain details.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Another question:

 

Mucking about with the material file to try and make the textures respond to TDM ambient world light etc and I'm having 2 problems

 

1. the map leaks on the changed texture.

2. and/or the texture is borked in some cases.

 

here is an example -

 

Original

textures/method/asphalt
{
stone
qer_editorimage		textures/method/asphalt.tga
diffusemap		textures/method/asphalt.tga
bumpmap			textures/method/asphalt_local.tga
specularmap		textures/method/asphalt_s.tga
}

 

With TDM ambeint

textures/method/asphalt
{
stone
qer_editorimage		textures/method/asphalt.tga
diffusemap			textures/method/asphalt.tga
bumpmap			textures/method/asphalt_local.tga
specularmap		textures/method/asphalt_s.tga
}
{
               if (global5 == 1)
               blend add
               map                             textures/method/asphalt.tga
               scale                   1, 1
               red                     global2
               green                   global3
               blue                    global4
       }
       {
               if (global5 == 2)
               blend add
               program ambientEnvironment.vfp
               vertexParm              0               1, 1, 1, 1              // UV Scales for Diffuse and Bump
               vertexParm              1               1, 1, 1, 1              // (X,Y) UV Scale for specular
               vertexParm              2               global2, global3, global4, 1

               fragmentMap             0               cubeMap env/gen1
               fragmentMap             1               textures/method/asphalt_local.tga   // Bump
               fragmentMap             2               textures/method/asphalt.tga         // Diffuse
               fragmentMap             3               textures/method/asphalt_s.tga       // Specular
       }
}

 

WTF am I doing wrong..?

Link to comment
Share on other sites

Couple things. Don't include the extension (.tga) D3 will ignore it anyway but it tends to confuse people looking for the file.

 

Also, watch your brackets. You close your brackets before the ambient stage, so it's not considered part of the shader.

 

textures/method/asphalt

{

stone

qer_editorimage textures/method/asphalt.tga

diffusemap textures/method/asphalt.tga

bumpmap textures/method/asphalt_local.tga

specularmap textures/method/asphalt_s.tga

} <------ remove

{

if (global5 == 1)

blend add

map textures/method/asphalt.tga

scale 1, 1

red global2

green global3

blue global4

}

{

if (global5 == 2)

blend add

program ambientEnvironment.vfp

vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump

vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular

vertexParm 2 global2, global3, global4, 1

 

fragmentMap 0 cubeMap env/gen1

fragmentMap 1 textures/method/asphalt_local.tga // Bump

fragmentMap 2 textures/method/asphalt.tga // Diffuse

fragmentMap 3 textures/method/asphalt_s.tga // Specular

}

}

Link to comment
Share on other sites

  • 3 weeks later...
  • 2 weeks later...

Right couple more Q's.

 

  • is there a bug tracker setup for the free look toggle issue? (where DR dosent un-toggle randomly).
  • where is the wiki article pertaining to setting up fog lights with all related settings and such.
  • I had a 3rd question but have now forgotten it.

Link to comment
Share on other sites

Right couple more Q's.

 

  • is there a bug tracker setup for the free look toggle issue? (where DR dosent un-toggle randomly).
  • where is the wiki article pertaining to setting up fog lights with all related settings and such.
  • I had a 3rd question but have now forgotten it.

 

1. Don't know.

2. I only know http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Page_3#Fog

3. :laugh:.

Link to comment
Share on other sites

Wrt a fog light, since the best spot for it might be out in the void, you can either surround it with a little caulk room, or set this spawnarg on it:

 

 

"noflood" "1"

 

This keeps the map compiler from flagging it as an entity "in the void" and complaining that you have a leak.

Link to comment
Share on other sites

Ah ok, and whats the reasonling behinf not having the center of the light inside the map....?

 

When you've placed it where it covers everything you want it to cover, you might find that it's in the void. It behaves no different out there, but 'noflood' keeps the compiler from complaining.

Link to comment
Share on other sites

This is a portal-sky...? If so, how big is your skybox?

 

Maybe you need to change the ShaderParm3 (fog distance) ?

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

I put a basic fog light inside the skybox, but I think I see the problem when I go inside the skybox in game I see the fog isnt appearing on upper part of the sky - I wander what would cause that..

 

[fixed] it was the FS patch that had the sky fade on it, removed that and now I have fog in the sky that seamlessly matches that on the ground..

Link to comment
Share on other sites

Hmm...

 

Fog distance is calculated from the player... I wasn't sure if a portal-sky camera would count but it looks like it won't...

 

You might need to use a BlendLight instead...

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.


  • Recent Status Updates

    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 2 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 5 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
×
×
  • Create New...