Jump to content
System downtime for updates - Monday 21 April 2025 ×
The Dark Mod Forums

Recommended Posts

Posted (edited)

Hey everyone!

I discovered the Dark Mod back in 2017 and as a fan of the original Thief 1 game, I instantly became a fan of this Mod's gameplay style and amazing content!

 

This is my first post here so excuse this short intro,

I just wanted to thank everyone that made this mod possible and for continuing working on it.

 

I was wondering, has anyone tried to see if Nvidia's latest tech, REMIX can be applied on the mod?

It looks SO promising!

 

Edited by Nighthound
  • Like 1
Posted

Not sure what the license is but if the Nvidia Remix tool has textures with a creative commons license then someone could extract them and use the texture replace tool in Dark Radiant to update a mission with them.

The textures are most likely using a modern PBR format with metalness and roughness, so without PBR support in TDM they would need to be converted to a diffuse \ specular design ( I believe there are tools that automate going from legacy to PBR but I am not sure whether any texture author tool can do the reverse? )

There is a long term plan to evaluate whether allowing mixed legacy and PBR content the way that the "RBDoom3BFG" Doom 3 port does might be viable in TDM. If it turns out to be viable, then TDM would be able to use these "remix" textures natively without conversion ( again, as long as they are open CC assets and can be exported ).

As far as I can tell, Nvidia are locking down all remix aspects so that modders can only use it for Nvidia's intended purpose of upgrading old fixed-function games to RTX.

They aren't interested in shader based games or DX9+ because the change to Ray Tracing won't be as dramatic.

Anything using light-mapping with probes is going to get a negligible upgrade from changing the lighting model since lightmaps are already raytraced. They want really impressive before \ after pictures to sell the technology. Even TDM probably looks too good in the "before" state to be of interest to Nvidia.

( That said, I would gladly accept a ray tracing patch for TDM if Nvidia ever decided to create one for us... 🥰 )

  • Like 3

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...)

Posted
34 minutes ago, nbohr1more said:

There is a long term plan to evaluate whether allowing mixed legacy and PBR content the way that the "RBDoom3BFG" Doom 3 port does might be viable in TDM. If it turns out to be viable, then TDM would be able to use these "remix" textures natively without conversion ( again, as long as they are open CC assets and can be exported ).

This would be awesome for productivity on new assets as since almost everything gets authored as PBR the “tweaking to make things look right” in bump/spec often is the longest (and most frustrating) part of the process.

-=  IRIS  =-    ♦    = SLL =

Posted
1 hour ago, nbohr1more said:

There is a long term plan to evaluate whether allowing mixed legacy and PBR content the way that the "RBDoom3BFG" Doom 3 port does might be viable in TDM. If it turns out to be viable, then TDM would be able to use these "remix" textures natively without conversion ( again, as long as they are open CC assets and can be exported ).

 

Who will be evaluating this plan? For what TDM version would RBDoom3BFG be target?

Posted
5 hours ago, cabalistic said:

Remix only works on DirectX 8 (and 9 without shaders) games, so I'm afraid the answer is no.

I see...

I was afraid that would be the answer.

Thank you for clearing it out.

Posted
Quote

Who will be evaluating this plan? For what TDM version would RBDoom3BFG be target?

 

Several team members have expressed interest into evaluating PBR but there is no hard target for any progress because it would be a lot of work.

If someone wanted to take some existing TDM assets and convert them for use in Doom 3 BFG ( RBDoom3BFG ) so that they can be evaluated, it might speed up the initial phase work. ( Eg, make a small test map with all the basic visual components; AI models, wood, metal, water, glass (textures), and lighting ) We won't even ask for anyone to start this work until we have more commitment on the time-tables but we won't say no to any submission like this if someone is really motivated to get things going.

Going back to my previous post, it seems there is a workflow to convert PBR to Specular:

https://marmoset.co/posts/pbr-texture-conversion/

but I can't find any automation that does it.

 

 

 

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...)

Posted
2 hours ago, nbohr1more said:

Going back to my previous post, it seems there is a workflow to convert PBR to Specular:

https://marmoset.co/posts/pbr-texture-conversion/

but I can't find any automation that does it.

I am pretty sure there is a good reason for using the DOOM 3 engine,

but it does make me wonder for how long this project can remain active if it doesn't get transferred onto a modern game engine eventually.

Although I am afraid that if it gets transferred to a modern engine,

the temptation to make everything look photo realistic, will take away its retro-aesthetics-charm.

Posted
6 hours ago, Nighthound said:

I am pretty sure there is a good reason for using the DOOM 3 engine,

This game started has a Doom 3 mod and even thou I'm not on the team, I bet idTech 4 was chosen at the time, because it's real time per-pixel lighting and shadows, strongly resembled the look of Thief 3 and also the engine itself was very mod friendly, afaik more so than the heavily modified Unreal 2 engine used in Thief 3. 

6 hours ago, Nighthound said:

but it does make me wonder for how long this project can remain active if it doesn't get transferred onto a modern game engine eventually.

IMO this game will be active for years to come, at lest while there's people willing to work on it and making new missions, players will come.

And also the current TDM engine, is not the original Doom 3 engine, it got updated by the team through the years and as surpassed the original in many ways and will keep on evolving, while there's good c++ coders in the team, like currently they have.

  • Like 1
Posted
7 hours ago, Nighthound said:

the temptation to make everything look photo realistic, will take away its retro-aesthetics-charm.

I don't see a retro-aesthetics-charm in TDM, so I don't know what you mean by that.

I think that almost everything that I would like to see being prettier in this game can be done without changing the engine. And like Hmart said, the engine is constantly getting upgrades. Not the same as regular AAA games where you're usually stuck with an engine state.

  • Like 1
Posted
4 hours ago, datiswous said:

I think that almost everything that I would like to see being prettier in this game can be done without changing the engine.

I completely agree, and it seems that the core team focuses on improving the graphics with each new version anyway!

Posted

It's amazing how TDM already progressed in that area over the last 10 years, if you take a look at some videos of people playing older missions in older TDM versions.

Personally, I don't need better graphics than TDM already offers. 

Posted
11 hours ago, datiswous said:

I don't see a retro-aesthetics-charm in TDM, so I don't know what you mean by that.

Yeah I get why this sounds confusing.

I guess the game did try to look as realistic as the engine permits it to be,

but there are some elements that look heavily stylized,

like trees

or the lit window panes on buildings, that cannot be accessed.

Return to the City - The Dark Mod | the abandoned workshopsTreecompare.jpg

But yeah other than that, its not all that retro, you re right.

Still I fill that by making it 100% photo real and losing everything stylized, it might turn out a bit boring looking.

Posted
6 minutes ago, Nighthound said:

I guess the game did try to look as realistic as the engine permits it to be,

I don't think it's so much an engine limitation. I think it's more an assets limitation. Some missions use a lot of external stuff (textures, models, etc.) and they look better.

Posted (edited)
  1. How does RBDoom3BFG handle loading of data? Would loading speed be increased with Dark Mod being merged ?
  2. Could Dark Mod size be reduced in half if not more with RBDoom3 textures and prefabs compression?
Edited by madtaffer
Posted

TDM 2.10 and newer already have substantially improved data loading speeds due to SIMD mipmap and compression changes.

RBDoom3BFG does support binary asset loading but managing binary assets is generally seen as too cumbersome for most mappers.

TDM 2.10 and newer already supports RGTC normal map compression. If desired we could convert assets to that format. There is a reluctance to do so because material "program" keywords must decompress that data and this will lead to decompression artifacts in the final render. We would need to identify textures that no mission author would ever customize with keywords before deciding which ones to compress

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...)

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

      "Hidden Hands: Vitalic Fever" - new update available including subtitles & compressed briefing video (thanks to @datiswous) and several fixes.
      · 0 replies
    • Wolfmond

      🇬🇧

      2025-04-20
      I'd like to track my level design progress a bit more often now, so I'm using the feed in my profile here.
      I've been working intensively on Springheel's YouTube course over the past few days. I'm currently up to lesson 8. There is so much information that needs to be processed and practiced. 
      I have started to create my own house. As I don't have the imagination to create a good floor plan, I grabbed a floor plan generator from Watabou and experimented with it. I chose a floor plan that I will modify slightly, but at least I now have an initial idea. 
      I used two guards as a measuring tape: The rooms are two guards high. It turned out that I can simply double the number of boxes in DarkRadiant in grid size 8 that are drawn in the floor plan. 
      I practiced the simplest things on the floor plan first. Drawing walls, cutting walls, inserting doors, cutting out frames, creating VisPortals, furnishing rooms.
      I have had my first success in creating a book. Creating a book was easier than I thought. I have a few ideas with books. The level I'm creating will be more or less a chill level, just for me, where I'll try out a few things. I don't have an idea for my own mission yet. I want to start small first.
      For the cellar, I wanted to have a second entrance, which should be on the outside. I'm fascinated by these basement doors from the USA, I think they're called Bilco basement doors. They are very unusual in Germany, but this type of access is sometimes used for deliveries to restaurants etc., where barrels can be rolled or lifted into the cellar. 
      I used two Hatch Doors, but they got completely disoriented after turning. I have since got them reasonably tamed. It's not perfect, but it's acceptable. 
      In the cellar today I experimented with a trap door that leads to a shaft system. The rooms aren't practically finished yet, but I want to continue working on the floor plan for now. I'll be starting on the upper floor very soon.

      __________________________________________________________________________________
      🇩🇪

      2025-04-20

      Ich möchte nun mal öfters ein bisschen meinen Werdegang beim Leveldesign tracken, dazu nutze ich hier den Feed in meinem Profil.
      Ich habe mich in den vergangenen Tagen intensiv mit dem Youtube-Kurs von Springheel beschäftigt. Aktuell bin ich bis zu Lektion 8 gekommen. Das sind so viele Informationen, die erstmal verarbeitet werden wollen und trainiert werden wollen. 

      Ich habe mich daran gemacht, ein eigenes Haus zu erstellen. Da mir die Fantasie fehlt, einen guten Raumplan zu erstellen, habe ich mir einen Grundrissgenerator von Watabou geschnappt und damit experimentiert. Ich habe mich für einen Grundriss entschieden, den ich noch leicht abwandeln werde, aber zumindest habe ich nun eine erste Idee. 

      Als Maßband habe ich zwei Wächter genommen: Die Räume sind zwei Wächter hoch. Es hat sich herausgestellt, dass ich in DarkRadiant in Gittergröße 8 einfach die doppelte Anzahl an Kästchen übernehmen kann, die im Grundriss eingezeichnet sind. 

      Ich habe bei dem Grundriss erstmal die einfachsten Sachen geübt. Wände ziehen, Wände zerschneiden, Türen einsetzen, Zargen herausschneiden, VisPortals erstellen, Räume einrichten.

      Ich habe erste Erfolge mit einem Buch gehabt. Das Erstellen eines Buchs ging leichter als gedacht. Ich habe ein paar Ideen mit Bücher. Das Level, das ich gerade erstelle, wird mehr oder weniger ein Chill-Level, einfach nur für mich, bei dem ich ein paar Sachen ausprobieren werde. Ich habe noch keine Idee für eine eigene Mission. Ich möchte erst einmal klein anfangen.

      Beim Keller wollte ich gerne einen zweiten Zugang haben, der sich außen befinden soll. Mich faszinieren diese Kellertüren aus den USA, Bilco basement doors heißen die, glaube ich. Diese sind in Deutschland sehr unüblich, diese Art von Zugängen gibt es aber manchmal zur Anlieferung bei Restaurants etc., wo Fässer dann in den Keller gerollt oder gehoben werden können. 
      Ich habe zwei Hatch Doors verwendet, die allerdings nach dem Drehen vollkommen aus dem Ruder liefen. Inzwischen habe ich sie einigermaßen gebändigt bekommen. Es ist nicht perfekt, aber annehmbar. 
      Im Keller habe ich heute mit einer Falltür experimentiert, die zu einem Schachtsystem führt. Die Räume sind noch quasi nicht eingerichtet, aber ich möchte erstmal am Grundriss weiterarbeiten. In Kürze fange ich das Obergeschoss an.



      · 2 replies
    • JackFarmer

      On a lighter note, thanks to my cat-like reflexes, my superior puzzle skills and my perfect memory, I was able to beat the remastered version of "Tomb Raider: The Last Revelation" in a new superhuman record time of 23 h : 35 m, worship me!
      · 3 replies
    • Goblin of Akenash

      My mapping discord if anyone is interested, its more of a general modding thing rather than just for TDM 
      https://discord.gg/T4Jt4DdmUb

       
      · 0 replies
    • nbohr1more

      2.13 Moddb Article is up: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-213-is-here
      · 1 reply
×
×
  • Create New...