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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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Sir Blackington

I went to the git, amd I didn't c anything about glossmap support. Is it using the specular multiplier?

Bladeghost

After working a solution for my Blade Yautja Project I found a gloss solution for my xenomorphs and that has to do with using glprogs with interaction and test.vfp's and works fairly well maybe in BFG working with the glprogs can make a difference? just a suggestion.

argoon

Quote from: raynorpat on July 28, 2014, 02:41:58 AM
Hey tr3b,

any reason why you haven't ported over dmap and the aas compilers?




btw, shadows look really slick, an excellent job sir.

Are you able to import custom materials and models? If is can you explain how?

And by the way i also would love to have dmap and the aas compilers ported (the editors i don't care really) if they were ported i would start using this engine in a beat.

motorsep

It's been ported by Raynorpat and merged into RBDoom 3 a while back. Give it a spin.

tron

Quote from: Zombie on July 29, 2014, 05:50:10 AM
Quote from: trebor on July 29, 2014, 05:19:52 AM
Quote from: raynorpat on July 28, 2014, 02:41:58 AM
Hey tr3b,

any reason why you haven't ported over dmap and the aas compilers?

btw, shadows look really slick, an excellent job sir.

Hey Pat, haven't seen you for a long time :)

The primary goal of the RBDOOM-3-BFG project was to create a solid code base for gamers that could be ported to any platform. The id Tech 4.x architecture is nice and our new code could also serve a GPL id Tech 5 crossplatform port.

I ported the BFG renderer to D3, made some enhancements like the shadow mapping and merged that stuff back to RBDOOM-3-BFG.
I haven't put any time into porting the old D3 tools. However you are welcome to create a pull request on GitHub.

Hey Tr3b,

You have a normal version of DOOM 3 with shadow mapping?

This, if you do that would be incredible.