"converting 32-bit/x86 code to modern x64 code, to insert ray tracing support, requires incalculable amounts of time without source code" Which is why they are not doing that. Just take the L man
"converting 32-bit/x86 code to modern x64 code, to insert ray tracing support, requires incalculable amounts of time without source code" Which is why they are not doing that. Just take the L man
just patched fhdoom to load jpgs so it would work with this pack. Love it. Changes uploaded here (needs to be compiled) Github.com
When combined with other mods, the plasma gun can break because z hidef - models2.pk4\models\weapons\plasmagun\plasmagun_d.tga doesn't have any transparency. It did in HD version 2 and worked fine. See: I.imgur.com Quick change that would increase compatibility with other mods.
I think maybe you aren't seeing it because the textures from z hidef - models2.pk4 don't load at all when just using doom-3-hi-def. Try changing plasmagun_d.tga to all purple or something, I don't see it in game.
The shotgun world model looks wrong because the UV mapping is completely off. I edited the .lwo file to fix the mapping
before: I.imgur.com
after: I.imgur.com
Remapped hidef model is here: Sendspace.com Can replace the one in z hidef - models2.pk4\models\weapons\shotgun\
The pictures below are with the old texture with wood on the pump, but they show the mapping issue.
your world model: I.imgur.com
the original lofi model maps just fine to your hidef texture (whose layout is the same as the original lodef texture) I.imgur.com
edited UV mapping so your hifi model maps decently to your hidef texture: I.imgur.com
before: I.imgur.com
after: I.imgur.com
Again, those pictures are with the old texture, but the mapping issue is the same with the current texture
Plasma and pistol world models' UVs look wrong too
small world! I see you post in the XWVM discord. Guess interest in making one old game look better translates to others :)
Mars has some errors with this render on DM-Phobos. Dark lines around the edge in the atmosphere
If I turn DisableTextureFiltering to true, there are less of them but they still show up near the edge of the screen (and smoke trails look all pixellated).
Doesn't happen in opengl or xopengl renderer, but does in dx10 and dx11
I.imgur.com (or Imgur.com )
you did both +set com_zoneMegs 128 +set com_hunkMegs 192 ? and from the command line? doesn't seem to take in the config files
The custom texture tool by Bighead ( Forums.dolphin-emu.org ) offers pretty easy access to various upscalers (like waifu2x and SFTGAN which I used). I wrote a few tools to rearrange the images into one folder for easier batch conversion, then sort them back into their original folders, and also to merge separately upscaled alpha components. Then it's a matter of time.
If you want to try things out, I used waifu2x with the UpPhoto model and an upscale factor of 4. Then I took the resulting images and ran SFTGAN on them with an upscale factor of 1 (doesn't enlarge them any more, just adds some detail). You can try that on community textures, or experiment with different settings.
Running SFTGAN with an upscale factor of 4 added a bit more detail, but some diagonal lines and circles were no longer smooth and looked terribly aliased, which is why I ended up using waifu2x for the first pass.
Textures that were created from lower res sources would probably benefit from running SFTGAN 2x or 4x first, and I handled a few of the tech textures that way.
Give that texture tool a shot, and do show me anything you come up with!
not all. Played more than half of them with this though. Found a crash where one texture was just too wide (it's the widest one in the game, and crashed the Bouncy Map). Scaled down its width, still looks great. If I missed a problem somewhere do let me know
reminds me of Half Life Bumper Cars ( Moddb.com ). Wonder if any of those bumper cars could be ported over :)
great addition to the atmosphere :) Working fine for me with redux with
seta image_preload "1"
seta image_roundDown "1"
like someone posted on the file's comments section
"New in version 1.6:
1. Fixed POM artifacts in textures"
You've done this in source (in d3ahd.exe), as the fix works with this exe and not with vanilla or dhewm3. You really should have that source available or it's a violation of the GPL under which the Doom 3 source is licensed. As the source was freely given to you, fixes you make need to be available to others
corpses on the floor (not the ones you create, the ones that are already there as decoration) are all partly see through. am I missing something?
world model for the shotgun is messed up. The UV mapping is just completely off
the original lofi model maps just fine to your hidef texture (whose layout is the same as the original lodef texture)
I edited the meshes UV mapping so your hifi model maps decently to your hidef texture:
before:
after:
It was a slapdash job, I'm sure you could work it out better as I assume these are your assets. Might be nice to put out a quick patch or something?
Anyway, here's the edited mesh you can look at or use or whatever: Sendspace.com For users, that file goes in z hidef - models2.pk4 in the models/weapons/shotgun folder
I'll pile on. His phrasing was fine, perfectly understandable etc. The flashlight wasn't working on the blood. The blood wasn't lit up. It doesn't assign blame to the blood or the flashlight. With the flashlight shone on it, *the blood is not illuminated*. AKA the flashlight is not working on the blood. Take it from an objective third party who has never heard of any of you before: you are the last person who needs to be teaching anyone English.
i like this idea (something more like BW or WC2), while not being a straight remake of either. WC3 would have been a lot more fun this way IMHO :)
he said he got the game yesterday, not the mod
sure you're not wearing a radioactive artifact?
joke's on you. It's February now with the singleplayer release nowhere in sight, to say nothing of the multiplayer release. Great advice you gave that guy to not download the mod, which was actually available then. Hopefully he didn't wait for the UDK release that was coming "soon"
this game has me excited but WTF is with the SC2 bashing.. you want to play a Relic RTS go play a Relic RTS. I haven't seen any "advancements" in the genre in the last 10 years that I want any part of
there's always one self righteous prick
aaand the old units aren't all in the editor. Would make these even sweeter.
and yeah I know all the old units will supposedly be available in the editor. They won't look the same though. I'm talking about getting the classic look back, with the high fidelity Project Revolution achieved. Blizz's extra, classic units with your models.
instead of letting these models go to waste, put them into SC2 when it comes out. Shouldn't have too many limitations to work around. At least some people still want to play classic Starcraft in 3d without Banshees, Marauders, Roaches, Immortals and the rest
looks like a slightly higher res Troopers: Dawn of Destiny
The best part of every FPS game this decade distilled to its essence: backing up from spiders-like creatures while shooting them. Everyone loved that part in Unreal 2
will there continue to be zip releases? I don't consider .exe a "feature".
"Der Hunters" sounds terrible. I don't mean the mod, I mean the title. "Der" is singular. It is never applied to more than one hunter, or more than one anything. It's sort of like saying "I ate a grapes."
They could have a really large suppressor model that's wider than the brake so that when the suppressor model is displayed it covers the brake and makes it look like the brake is not there
MamiyaOtaru
Jason joined
This member has provided no bio about themself...