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Messages - motorsep

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1
id Tech 4 Discussion / Re: why is this not news here!?
« on: August 14, 2017, 10:15:44 PM »
I meant of places that still exist. I remember sites that actually had lots of DOOM 3 stuff but they're gone.

Make a massive map yourself. Blender is free ;)

2
id Tech 4 Discussion / Re: why is this not news here!?
« on: August 14, 2017, 11:08:31 AM »
Also, is SE2 compatible with BFG? Guess that there may be some differences in shaders and which scripts and defs engine calls (like se2_main and doom_main) and some other trivial stuff like that.

Unfortunately it's not compatible mostly due to shaders and YCoCg compressing for diffuse textures and skyboxes. Otherwise it should be compatible as I don't recall ripping anything out of the engine.

3
id Tech 4 Discussion / Re: why is this not news here!?
« on: August 14, 2017, 08:18:19 AM »
I think the non-BFG version would be more useful as BFG Edition uses the id Tech 5 filesystem which unlike the id Tech 4 filesystem, is a nightmare to make mods for.

Eeh, what does it have to do with filesystem?

4
id Tech 4 Discussion / Re: why is this not news here!?
« on: August 12, 2017, 08:03:20 PM »
SE2 is a better development base than stock BFG engine wih Vulkan renderer (and it's only advantage over OpenGL is less CPU overhead), so porting it's assets to VkNeo is not giving me that much.

I am not saying you should be doing it alone. Try convincing vkNeo dev to help you.

Tbh, if you are after using SE2 for a scratch game, you might want to think it through. The whole reason I abandoned GPL engines is due to the fact that it's absolutely impossible to be productive using those engines. One is much better off using UE4 or Unity, especially if one isn't a graphics programmer.

However, if someone could take SE2 and make it run stock Doom 3 BFG content again, then modding scene (almost non-existent scene) would benefit greatly. For that purpose I'd get with Doom 3 BFG VR dev though and port all SE2 goodies, including tools, into his fork. VR is the future and it could breath new life into modding Doom 3 (BFG).



5
id Tech 4 Discussion / Re: why is this not news here!?
« on: August 12, 2017, 02:10:39 PM »
Vulkan rendering seems neat, I'll try merging it into SE2 when I'll be able to do so (most probably next week). It'd be even better if we could alternate between OpenGl and Vulkan (like r_OpenGl and r_Vulkan cvars), but that'd take much more than my hacky coding.

I think that I'll wait to see RBDoom3BFG implementation first.

You could get with Vulkan BFG fork dev and port Vulkan rendering to SE2 together. Or port all SE2 goodies to Vulkan BFG including tools and new shaders. The dev knows about SE2 fork already ;)

6
id Tech 4 Textures / Re: Collision texture on ASE
« on: August 10, 2017, 09:34:41 PM »
Don't use 3DS MAX, use Blender.

7
id Tech 4 Engine Coding / Re: Messing with Storm Engine 2
« on: August 06, 2017, 06:36:32 PM »
It is what it is. Set your desktop resolution higher to avoid the issue with Particles Editor ;)

8
id Tech 4 Engine Coding / Re: Messing with Storm Engine 2
« on: August 05, 2017, 05:16:14 PM »
I've been using 64bit binary, so maybe that's the problem. Thanks for providing me with info that tools weren't quite tested for 64bit binaries, as well as with proof that everything works fine on latest Windows.  Sorry for taking your time too.

I'll most probably get to check argoon's method and 32bit binary tomorrow and post if they worked.

Np. We eliminated the need in using any cmd arguments, so if his method doesn't work, it's most likely do to engine changes.

9
id Tech 4 Engine Coding / Re: Messing with Storm Engine 2
« on: August 05, 2017, 12:29:54 PM »
... another reason i also use it, is, you don't need to edit it by hand to make materials work, like you sometimes need with .ase models, if i'm recalling well is also the format id used the most for Doom 3 (after MD5 for animations)..

Not if you use my exporters (which are on github too). Everything exports to be used out of the box - no manual editing.

10
id Tech 4 Textures / Re: DDS TGA sorcery
« on: August 05, 2017, 11:14:38 AM »
But why?! We are a way passed that time when one needed to have compressed textures on PC due to RAM/VRAM/HDD limitations.

11
id Tech 4 Engine Coding / Re: Messing with Storm Engine 2
« on: August 05, 2017, 10:52:03 AM »
We did a lot of work on GUI Editor (fixes and enhancements). However, everyone was on Windows 7 at the time of the development.

I didn't want to get into this again, but here is the proof that everything works just fine (without any CMD line arguments, but MSAA is definitely set to 0 by default):


I am on the whole new system / PC and all I did was check out my SVN and running 32-bit exe.

Btw, 64bit tools are not quite tested, so if you run 64bit binary, you might be out of luck. Use 32bit binary.

12
id Tech 4 Discussion / Re: Fantastic BFG VR mod!
« on: July 31, 2017, 12:50:14 AM »
Can someone explain to me how were they able to modify the BFG flash GUI's so deeply without the source files?

It's all in C++ code. Flash is just art, placeholders so to speak. Everything is driven by C++.

13
id Tech 4 Engine Coding / Re: Messing with Storm Engine 2
« on: July 24, 2017, 01:28:54 PM »
While there is no Flash, there is Adobe Animate CC, which is re-branded Flash.

14
id Tech 4 Engine Coding / Re: Messing with Storm Engine 2
« on: July 24, 2017, 10:54:37 AM »
SE2, just like idTech 4 BFG is quite good engine, only problem is lack of documentation, but things are quite easy to reverse engineer so checking other projects or starter packs for reference make things easier.

Sorry, there was no time to make docs. But there are enough comments to the additions and bug fixes in the code (although not for all of it).

I'm thinking about bringing back old GUI. I know that it still applies to world surfaces, and that bringing old HUD back is a matter of few simple edits in Player.cpp (there's both code for swf and gui HUD, even commented). Not sure about menu, and tweaking it all for widescreen. I'll have to either ask OpenTech Engine guys about it or dive deeper into code.

Why would you even do that?! I spent ~6 month reverse engineering SWF GUI and provided source Flash files. All you'd need to do is new art. Almost entire new full screen GUI system is C++ driven (except dialog menus).

15
id Tech 4 Engine Coding / Re: Messing with Storm Engine 2
« on: July 23, 2017, 09:34:05 PM »
Glad to see someone finally grabbed our engine and messing with it :)

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