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Messages - nbohr1more

#16
id Tech 4 Textures / Re: Parallax map in idtech4
November 24, 2015, 10:11:09 PM
Parallax \ POM is not native to the Doom 3 engine. The Wulfen mod adds a modified light interaction shader for it.
You'll need to unpack the wulfen mod to see how the assets were created. As I recall, the height map used to be
packed into the alpha of the normal map.
#17
Sorry bitterman. I've been tied up with my Dark Mod duties but I will say this falls outside my area of expertise.
I would suggest pinging raynorpat at github to see if he has any advice on your compiling issues.
#18
Yep:

(General Notes at Github)

"We expect the solution file is compatible with the Express releases"

No MFC, No Problem.
#19
Not sure if that's applicable here. As I recall Raynorpat was the one who ported vanilla Doom 3 editing tools to RBDoom3BFG and MFC removal was part of his work there.
#20
Yes, Pat Raynor completely replaced the ARB shaders and their render path with GLSL here.
The project is mostly Pat's own work with some references obtained by reviewing BFG source.

Yes, it's GPL, you may use this with mods. To my knowledge DLL mod loading should still work here (unlike Dhewm3).

I don't see any MBCS requirement? Is that required for Vanilla Doom 3 too?
#22
They complain because:

1) They want to include TDM in a Linux distro that has fee based support or uses advertisement to support itself
and they think that the NC clause in the assets makes doing this a legal gray area.

2) They want to make small modifications to TDM and sell it as their own product...

Obviously we don't care about point 2. If they want to commercialize TDM, they can create their own replacement art assets.
#23
Bikerdude is gonna take a look at getting some of these into The Dark Mod.
Thanks!

Now we wait for another Open Source zealot to complain about adding even more "Non Commercial" clause CC assets to the project :P
#24
id Tech 4 Mod Coding / Re: Optimising Sikkmod 1.2 code
October 08, 2015, 10:46:58 PM
OK for a performance comparison:

1) HDR / Color Grading / Bloom / Wulfen Textures = 45 to 60 FPS in Mars City (hovers around 50)
2) Add SSAO Crytech (blur quality 2) = 25 to 30 FPS
3) Add Soft Shadows remove SSAO = 15 to 23 FPS (mostly 20 FPS)

4) POM and no other effects? 9 FPS or Less   ;D

Resolution = 1440x900

CPU = 3.4 Ghz i3-2130
GPU = Geforce GT 730 1GB (384 cores)
#25
id Tech 4 Mod Coding / Re: Optimising Sikkmod 1.2 code
October 08, 2015, 11:44:05 AM
POM is going to be taxing on any hardware whether you have source code access or not. There is NO solution that will make POM perform well.
The entire way that POM works has largely been abandoned by the industry in favor of Tessellation. You could alter the interaction file in ruiner to
include a POM section but you will defeat the purpose of "optimizing".

As I can tell, here are the additional challenge you face:

Soft Shadows = Sikkpin's method requires re-rendering the scene 2x for each shadow and requires the depth buffer trick
DOF = Requires Sikkpin's depth buffer trick
SSAO = Requires Sikkpin's depth buffer trick
SSIL = Requires Sikkpin's depth buffer trick

All those will require Sikkpin's shaders too.

Ruiner doesn't have any code support for any of the above, the only thing you gain from it is the interaction shader and if you don't want that
you can simply stick with Sikkmod and remove the option to enable the above effects.

Does this make sense?

#26
id Tech 4 Mod Coding / Re: Optimising Sikkmod 1.2 code
October 08, 2015, 10:05:17 AM
#27
id Tech 4 Mod Coding / Re: Optimising Sikkmod 1.2 code
October 08, 2015, 09:09:16 AM
Just the glprogs folder.

No need for their SDK code.
#28
id Tech 4 Mod Coding / Re: Optimising Sikkmod 1.2 code
October 08, 2015, 12:19:10 AM
Revelator and SteveL have gotten direct access to the depth buffer working in The Dark Mod v2.03.
You could re-engineer Sikkpin's shaders to use the native depth buffer rather than rendering depth to a texture
then decoding it. The Dark Mod team is currently working on similar stuff.

Without making engine changes like that? I don't think you'll be able to optimize what Sikk has done much further.
There are tons of derivative or variants of the Sikkpin shaders out there.

I personally liked the shader that JC Denton made for the Ruiner mod, it wasn't as fancy as Sikk's but it matched the Doom 3 look better.
Add that to Dentonmod and Doom 3 looks really nice and has nice visceral gun effects. If you wanna offer a low-end Perfected Doom 3 then
you might consider using the shaders from Ruiner.

http://www.moddb.com/mods/ruiner
#29
Whoa! Where can we take a gander at your code?

How did you merge shadow mapping? The exp path?
#30
"noselfshadows" is sorta what you are looking for but keep in mind that it this will cause the following behavior:

Receiving surfaces that are also "noselfshadows" will not show shadows that are cast by "noselfshadows" objects.

So as long as the monster was not set to noselfshadows, the cube would receive the shadow from it while also casting
shadows onto the monster.

http://wiki.thedarkmod.com/index.php?title=Noselfshadows