Jump to content
The Dark Mod Forums

Recommended Posts

Posted

I've also seen something like that where the particle in DR particle editor doesn't behave exactly like it does in game, but i always assumed it was just like the 3D window, it also doesn't render stuff like the game does.

 

 

Highly likely, since AFAIK the particle renderer in DR was written from scratch by Greebo based on observation of the particle behaviour, and does not share any of the code with the in-game renderer.

 

I suppose now that the game is fully open-source there is potential for reusing the actual code to ensure that both renderers behave the same, but I don't know how easy it would actually be to integrate such third-party code which isn't necessarily designed with reusability in mind.

  • Like 2
Posted

 

I suppose now that the game is fully open-source there is potential for reusing the actual code to ensure that both renderers behave the same, but I don't know how easy it would actually be to integrate such third-party code which isn't necessarily designed with reusability in mind.

I imagine this would be a big task, as even file handling may largely differ, could turn into a Pandora's box. But, if we could and it was not something that would take years of free time, then it would certainly be worth it. In the past I used to do editing primarily in DoomEdit, and the only reason was lighting. With the renderers displaying the information differently, it can be quite difficult to perfectly get the lighting as one envisions it. Still possible, just more difficult.

I use DarkRadiant exclusively now, as it encompasses everything we need in TDM, so it is a top AAA job!

Posted (edited)

It would be awesome for DR to actually use TDM renderer, but I too thought it would be way too much work. Especially correct lighting, fog, and particle preview would help a lot. That said, I have sort of workaround for fog light bug: I just copy it and delete it for light placement phase, so lights in DR show up correctly. When I finish placing and adjusting lights, I use Paste to get my fog back, and then tweak things using the game itself.

Edited by Judith
Posted

Sorry, I should have been more clear.

 

I meant there might be potential for re-using the particle code from the game engine, related to things like orienting and sizing the particle quads, generating the random numbers etc.

 

Actually porting the full renderer from the game, including lighting and shadows, would be prohibitively difficult. I imagine that it would be probably as much effort as re-writing the DR renderer from scratch to support the same features,

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

    • JackFarmer

      "The Year of the Rat." 
      😄

      Al Stewart must be proud of you!
      Happy testing!
      @MirceaKitsune
      · 0 replies
    • datiswous

      I posted about it before, but I think the default tdm logo video looks outdated. For a (i.m.o.) better looking version, you can download the pk4 attached to this post and plonk it in your tdm root folder. Every mission that starts with the tdm logo then starts with the better looking one. Try for example mission COS1 Pearls and Swine.
      tdm_logo_video.pk4
      · 2 replies
    • JackFarmer

      Kill the bots! (see the "Who is online" bar)
      · 3 replies
    • STiFU

      I finished DOOM - The Dark Ages the other day. It is a decent shooter, but not as great as its predecessors, especially because of the soundtrack.
      · 5 replies
×
×
  • Create New...