I help HappyCheeze?
I was never able to play the original RTTC version due to how it performed on my PC so I was not familiar with what you added. That interior was an improvement over your previous missions so I was not sure who was responsible. Indeed, you continue to gain skills while I thought you had already peaked... Can't wait to see your next mission :)
The screen was posted by Melan to showcase his textures that were planned for inclusion in v1.03. I think all of his original set has made it in by v1.04. The steam-bot was introduced in v1.02...
Mortem Desino is doing his best to show that The Dark Mod can be a cozy place for Thief fans.
One of his technical demo's was a near replica interior of a Thief mission (not officially released).
He also provided a DoomConfig.cfg that replicates the low-fi look of Thief in The Dark Mod.
That's yet another player rating this in the top leagues...
(several forum posters put this one "up-there").
I'm sure Sotha never expected such acclaim for something he constructed so quickly...
Words fail to match it's majesty!
That was a surprise, I was actually expecting somebody to make a poop joke...
Whether frozen-poop or industrial strength marital aid, you will find that in v1.05 you can more easily knock-out someone with it.
Not that some of these "fans" deserve it but... It might be a good idea to add such images to "Latest Screens".
As I had noted that you've previously referred folks to the wiki, I will suggest that adding wiki update screens to your presence here at Moddb (on a regular basis) would probably diffuse the troll situation a little...
Id Software has not promised to "freeware" Doom 3.
They have stated that they will "Open Source" the Doom 3 source code.
People will be free to create their own Doom 3 executable but will not be at liberty to distribute the Doom 3 game and art assets (models, textures, animations, sounds, etc).
This means that The Dark Mod team can get under-the-hood and change the Renderer, Sound system and other stuff that isn't in the Open-Source SDK.
For The Dark Mod team to be able to legally distribute this mod for users without Doom 3 (after that happens), all the Doom 3 models, Textures, Animations, Sounds, and other assets would need to be removed. One of the developers is currently working to ensure that TDM uses as little Doom 3 art assets as possible but it will be very hard to replace the AI models and animations as many are modified from Doom 3 AI models and animations.
If it happens, it will take time.
The www.thedarkmod.com site appears to be up now. :)
The Dark Mod site is temporarily down as the person who owns www.thedarkmod.com is switching to a different provider.
The site is available here for now:
Does your new normal look good, but it's a bit too strong, making harsh black slopes and over-bright edges?
* Chances are you should be using less 'scale' and rather soften your heightmap a bit by blurring some stuff, use layers/adjustment masks to do it non destructively.
If you're missing depth in some areas and an AO pass doesn't seem right:
* Take your normal map as you see 'complete' go to the blue layer and gently darken the area. Note that this should not be abused as it will make your normal map look retarded!, the blue chan should be predominantly 100% white for flat facing things. Blend the edges a bit to give a slope. This will adjust the angle at which light illuminates the surface ingame, avoiding the 'straight on' lighting a deeper area would have.
This approach is very intensive, yes.
But once you get the hang of the workflow you can simplify parts of it, specially knowing which tools work best for what and how to use their outputs to augment your work. For example the xNormal photoshop plugin's cavity maps provide a really nice alternative to AO maps for flat textures. SSBump is excellent for drawing out specific elements from a diffuse, such as cracks from some tiles without getting excess data from elsewhere on the image etc.
Bringing details back into the normal - be gentle!
* Duplicate your old diffuse, desaturated it and then use a high-pass filter to pull out the details, edges and such. Using darken/multiply or whatever seems best blend the details into your new heightmap, you'll find you need very low opacity to just bring in some details, sometimes you will want to mask out the larger edges and let that just come from your hand made heights if they are accurate already.
* Test again.
* Now that you have a better understanding of what areas would be darker in normal illumination, maybe you want to try your hand at removing downlighting or whatever from the image, remember not to make it completely flat, a 'true' diffuse does not look good in games, it might look good in a 3d render where you have a million other things to displace/whatever. Diffuse changes (besides lining things up and doing shape changes) should be done after normalmap, I've regretted doing it before many times...
* If your diffuse didnt have much lighting to start with, take your heightmap, throw it into njob and output an AO map. Multiply this onto your diffuse, careful with opacity, you don't need to completely blacken areas or anything like that. Use a mask to remove details you dont want, using a soft brush add in deeper areas that would be flat-lit but dimmer than you're getting.
Quote from out texture expert Serpentine:
Well, since I've worked on the other moldings, let me try give you my approach to this. Do note that I have taken to doing things very manually and it does take a bit of time.
First of all you need to come to terms with what you are trying to work with here. Lets do it
* Take the diffuse you are making the new normal for, blow it up to double size - because when remaking something, why not make it last?
* Take the old normal and throw it into njob, convert normal->heightmap.
* Overlay it on the diffuse.
* Does this heightmap seem correct? it wont be perfect, but does it reflect the depths and levels which the diffuse shows? Keep these things in mind, and take a look from time to time to make sure you're avoiding the mistakes you saw.
* Chances are it doesn't, so hide that layer.
* Make a new folder in your layers, starting at black, layer on the different levels, working your way up to white, do each one as a separate layer, start out with rough shapes and once all the layers are there you can work to match it up to the diffuse by overlaying it with low opacity.
* Avoid blurring/smudging to make gradual height until you're satisfied everything is in place, when doing gradiant slopes merge the two layers and using whatever tools, usually a bit of blurring and smudging try to match the expected results.
* Once you think it shows the basic layer of the texture, copy a merged version of the heightmap and throw it back into nJob, convert height->normal.
* Test it ingame, does it show up the areas you want as you would expect? Does it miss depth in specific areas?
* If you need to increase heights or blur hard edges, its easily done with the layers, much easier than using levels to adjust specific parts.
The Dark Mod requires the 1.3.1 (1304) patch.
Please stop by the forums at www.thedarkmod.com for further assistance.
Did you try the steps to disable Catalyst AI from this wiki?
You have the 1.3.1 patch (1304) applied to Doom 3 correct?
What is your video card and which driver version do you have installed?
Do you have v-sync enabled?
Do you have any mods in your Doom 3\base folder?
(This mod is not ROE compatible BTW)
Also, try these changes as well:
seta image_usePrecompressedTextures "1"
seta image_useNormalCompression "2"
seta image_useAllFormats "1"
seta image_useCompression "0"
seta image_preload "1"
Having my wimpy P4 3.0ghz with 4650 AGP go from 4FPS (or less) with the original version to 25FPS or more (with V2) in this view makes me feel like I've just eaten a Thanksgiving dinner and I'm curled up on the couch.
1440x900 is a 16:10 ratio.
If that change doesn't work in the gui, try creating an autoexec.cfg file and placing these arguments into it:
seta r_aspectRatio "2"
seta r_mode "-1"
seta r_customHeight "1440"
seta r_customWidth "900"
Then save it to your darkmod directory.
It's a great mission from what I've played.
The "Seasons Contest" entrants will have quite a task to live-up to the weather effects in this mission.
(Contest reminder link)
What is your screen resolution and "aspect ratio"
Just to be clear, this video was created by ocn (who also in an entrant in the Seasons mapping contest)
Here is a Youtube link for folks who have trouble with the Moddb player:
ATI users with recent drivers. As this mod, like other Doom 3 mods, has trouble with the driver feature "Catalyst AI" we recommend that you disable it. Unfortunately, recent driver versions lack the control to do so. To workaround this, we recommend that you use the "Radeon Pro" utility and create a profile to disable Catalyst AI for Doom 3. See our wiki for further detail:
Also, make sure to upgrade to the latest version with the tdm_updater in your Doom 3\darkmod directory.
You should stop by the forums at www.thedarkmod.com and post that suggestion there. I am sure they will look at UI improvements to the mission downloader but it may not be the biggest priority. I believe campaign support and loading zones are the next big target but don't quote me on that...
By the way... Your ReWolfenstein 3D mod is top notch.
(Just don't expect TDM to run as well as an engine with baked lighting... ;) )
What are your PC's specifications (CPU, RAM, and Graphic Card)?
Duplicate of "http://www.moddb.com/mods/doom-3-inferno"
Just to be clear though, many missions are playable for hardware as low as an old FX 5200. I have a Pentium 4 3.0GHz with a 4650 AGP and most missions run smooth for me except NHAT, Betrayal, and Return to the City.
I have been playing the beta of Return to the City which is being optimized for re-release and I can say, without question, that performance is much much better (and it looks prettier as well).
NHAT mission 3, Forest, is faster thanks to the new Object Detail settings (LOD) but half way through the map I am hitting the wall somehow. I believe further improvements are planned for this mission.
I haven't tried Betrayal lately but I recall that 1.03 saw a decent improvement and AI issues were the main performance drain (lots of AI in that map). 1.04 has lots of AI bug fixes and it seems lighter for my hardware.
I really am at a loss about how you are "really laggy" in smaller missions but that is a perceptual thing I suppose.
One thing I would suggest is that you try deleting all the Fan Missions from your FMS folder and use the mission downloader to grab them again. Then see if the re-installed versions run better.
Maybe my performance is good because I rarely quicksave. Try less quicksaves and see if the performance improves as well.
Since the other eye in obscured it looks like he's wearing sunglasses rather than an eye-patch. XD I kinda like that idea and would vote for an all sunglasses mission. ;)
The mod is being optimized but you must understand that the Doom 3 engine itself is part of the issue. The lighting is real-time and dynamic unlike most engines. Doom 3 cannot use more than one CPU core for most actions. Doom 3 will be going open source this year so things will improve. Try disabling Post Processing as that is the heaviest option. ATI's catalyst AI has been known to cause problems for Doom 3 as well so that might be a mitigating factor.
A couple of revised missions are pending release VERY soon.
The mod's lead mapper, Fidcal, has the mission "Manor Royale" listed as scheduled for this month.
The mod's artistic lead and main NPC\AI model designer (amongst other feats), Springheel, has explained that his mission is 75% complete with all architecture and AI placement done...
Sotha is pretty well into his 4th Thomas Port mission as well...
Missions are coming. ;)
Also remember that only a small portion of the missions are either here or at the mod's mission download area. The full list is located at this wiki: