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RBDOOM-3-BFG 1.0.2 with soft shadowing

Started by trebor, May 19, 2014, 01:13:36 PM

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trebor

 I have added soft shadows to my RBDOOM-3-BFG fork in the last 3 weeks and you can get it from https://github.com/RobertBeckebans/RBDOOM-3-BFG/releases

The implementation is way more elegant and faster than my previous one from XreaL so you might have some fun with it.
It runs at solid 120 fps on my system (i7 4770K, GTX 660 Ti) so I can only advise to try it out. The entire game feels like a completely different and better game with those soft shadows.

old hard stencil shadows


new soft shadow mapping

The Happy Friar

Are the shadows of the grates automatically done too?  Your screen looks pretty good.  I don't have BFG so I can't test them myself.  :(

trebor

Yup automatically done by r_forceShadowMapsOnAlphaTestedSurfaces 1.

Zombie

#3
Looks great Treb. Saw it on Twitter.

Is there any easy way to convert maps with custom content, textures etc to BFG edition?

I'd totally use this for messing about.

EDIT: I just read this  http://idtechforums.fuzzylogicinc.com/index.php?topic=10.0 I'll give it a go over the next week or so.

Zombie

I tried it and it looks great!

I've been waiting for shadows maps for YEARS :D :D

I do have 2 (hopefully minor requests)

- Do you think you could add support for gloss maps? It just makes such a huge difference in controlling the light scattering
- Would it be possible to change the screenshot/save game/cfg folder to the base of the engine? It's just a bit of a pain in the backside to troll through the user folder to get my shots :)

Keep it up, can't wait to see more!

Z

Zombie

Treb, do you have an editor that works with the BFG edition? I'd like to just make levels with your engine.

Right now I am making and trying to light my levels in D3 vanilla, but when going to your engine your lights are a lot different, which is fine, but it makes it very hard to tweak them.

trebor

No, I haven't integrated any tools into the BFG edition.

Zombie

You know what, I don't think the lighting looks too bad in RB-BFG:

http://i.imgur.com/IM19gKw.png
http://i.imgur.com/Ti8wjfu.png

Although it is odd, I have missing entities. For example the mancubus is a black little box, like the mesh is missing or something?

Some items are missing too which is strange.

oneofthe8devilz

I got six little friends and they all run faster than you ;)


Check out our mods at
moddb or the SPS Homepage

Zombie

Thanks man. I'm hoping to release it this weekend before I bugger off to France.

I got some feedback from my Art Director, so I do need to change the floor a bit. Other than that minor debris/details and some texture tweaks. And maybe an extra Imp or two.

Bladeghost

Quote from: Zombie on June 04, 2014, 08:13:10 PM
Although it is odd, I have missing entities. For example the mancubus is a black little box, like the mesh is missing or something?
Some items are missing too which is strange.

That happens when there is a pathing issue, check your paths and that should be the trouble, most errors are for that reason when the mesh defaults or become a little black box.

Zombie

It wasn't a pathing issue, I just needed to extract everything for it to work correctly.

It worked in Vanilla it didn't work in BFG.

Bladeghost

It's usually the case in vanilla, I haven't tried BFG edition yet.

trebor

Quote from: Zombie on June 04, 2014, 08:13:10 PM
You know what, I don't think the lighting looks too bad in RB-BFG:

http://i.imgur.com/IM19gKw.png
http://i.imgur.com/Ti8wjfu.png


Nice it reminds me a bit of the Darkmod style.

Zombie

Now only if RB-BFG had HBAO, SSR, GI (real time) tesselation and it was a physical based renderer. Now that'd be one hell of a good tool to play with!