vorob on 2/6/2015 at 14:09
Hello everyone,
Few years ago there've been a test release of newdark with dx9 and real dynamic shadows. But it was just a temp work which is now abandoned. Why it is so? Why people are working on re-texturing or fixing wrong brushes, but not on shadows? Shadows from movable objects or characters also can be enabled. Looks so promising and interesting.
TheDuriel on 2/6/2015 at 14:26
it breaks all current official and fan missions
also i like the idea of focusing the community on one task
simply because it gets results
if we were to start a project for every single idea there would be no noticeable progress made
not to say that dynamic shadows arent cool, but imho i dont think they should have priority over the current projects
nbohr1more on 3/6/2015 at 02:30
Not to be snippy, but aren't you the fellow who runs around Darkfate.org spouting-off about how
The Dark Mod has ugly blocky geometry because the shadows make anything better looking too expensive?
Now you're raving about even lower poly geometry with substantially blockier shadows as well?
Anyway, "if things work out well..." an upcoming TDM build might have some visual shadow improvements
so you might be able to retire your ranting on that front.
Still, it would be cool to see some T1\T2 OM\FM's redone with dynamic shadows even with their current
visual drawbacks. Maybe it would motivate the NewDark team to do more work there too?
(Though there's probably a whole army of folks who'd rather see the NewDark team somehow
get multi-player working natively instead.)
bikerdude on 3/6/2015 at 07:48
Zing..
But back on a serious note, as nbhor has mentioned hopefully for TDM 2.0x we will have fully working soft shadows.
vorob on 3/6/2015 at 17:53
Quote:
Not to be snippy, but aren't you the fellow who runs around Darkfate.org spouting-off about how
The Dark Mod has ugly blocky geometry because the shadows make anything better looking too expensive?
Not sure what you are talking about, but yes, most map makers are creating very blocky levels and sharp shadow only make it look worse.
In Thief we have perfect soft shadows and this update can make them dynamic.
Dev_Anj on 6/6/2015 at 02:27
Not sure what you're talking about, but no, in the two Thief games which are used for most fan missions, there aren't perfect soft shadows. They are pretty much blocky shadows. The EP gives the illusion of making some shadows soft, and some missions use tweaks to emulate soft shadows, like Death's Turbid Veil. They work for making the missions look good, but they tend to slow down things for quite a few players, just check the graphics debate thread in the Thief fan missions section.
Le MAlin 76 on 6/6/2015 at 11:26
You can change the size of lightmap in Thief, with New Dark (dromed), but it reduce the values limits (polygons), and you cannot doing complex things.
Renzatic on 17/6/2015 at 19:35
Quote Posted by vorob
Not sure what you are talking about, but yes, most map makers are creating very blocky levels and sharp shadow only make it look worse.
In Thief we have perfect soft shadows and this update can make them dynamic.
I'd say it has more to do with Doom 3's lighting scheme throwing everything into stark contrast, making things appear sharper and blockier than they actually are. But when you get right down to it, someone who knows what they're doing can make maps with at least 20x the polycount of your average Thief FM.
Judith on 17/6/2015 at 22:38
Well, the whole last and current generation of game engines ditched the dynamic lights and shadows for a reason. Staying with lightmaps and not forcing anything like that into a very old engine is pretty healthy approach.
Kerrle on 20/6/2015 at 00:27
Quote Posted by Judith
Well, the whole last and current generation of game engines ditched the dynamic lights and shadows for a reason. Staying with lightmaps and not forcing anything like that into a very old engine is pretty healthy approach.
That's not true. If anything engines are moving towards GI solutions.