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Add Specular Maps to Bloodsplat Decals

Started by VGames, July 09, 2015, 07:29:02 PM

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VGames

Is there any way to add specular maps to bloodsplat decals or is this just not possible? I've tried doing it in so many different ways and it never works. The splat usually turns out solid black at best.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

argoon

Can you show us the material your using? And if possible the spec map?

But just for example here is a decal material i made that uses a spec map and it seams to work.

textures/decals/hay_pile
{
       
//DECAL_MACRO
   //noSelfShadow
   noShadows
   nonsolid
   //noimpact
   //twoSided
   //translucent
qer_editorimage textures/decals/hay_pile_ed.jpg

        {       
      blend diffusemap
     map textures/decals/hay_pile.tga
     alphaTest 0.5
   //clamp
}     
     
bumpmap textures/decals/hay_pile_local.tga     
     specularmap textures/decals/hay_pile_s.tga

}

VGames

I think it would be easier if you just tried to make dsplat 2, 5, 7, and 11 have a specular map and then tell me how you did it. I've done it so many ways I'm completely confused. I don't think its possible with the blood splats for some reason. The way you have it coded makes perfect sense but I'm afraid it's not gonna work for the blood splat decals. Please try it yourself. Please. Me showing you what I'm working with won't help.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

Any luck. I really don't think this is possible for blood splats because of the way they're used by the game.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

bkt

Quote from: VGames on July 09, 2015, 08:35:30 PM
I think it would be easier if you just tried to make dsplat 2, 5, 7, and 11 have a specular map and then tell me how you did it. I've done it so many ways I'm completely confused. I don't think its possible with the blood splats for some reason. The way you have it coded makes perfect sense but I'm afraid it's not gonna work for the blood splat decals. Please try it yourself. Please. Me showing you what I'm working with won't help.
Or you could compare the working example argoon supplied against yours and discern the differences so that you can learn how to apply spec maps to your own decal materials.  At a quick glance, it's quite clear what he's done to get it working.  How about you try something out before asking people to do your work for you?

VGames

First off u don't know how many times and how many different ways I've tried to do this. So back off like u know what you're talking about. I've already done it the way he showed me. Heck there are countless decals that use that very same set up. Of course I've already tried it that way. I've tried it every way it's been done by other decals or decal like textures and it never works. That's why I told him to try it himself because I don't think it's possible with the way the bloodsplat decals are used. I even tried adding cube maps to it to go a different direction. If u dont know how to help out in this thread then don't reply.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

bkt

Of course I don't know how many times you've tried it, because you lead with 'maybe you should do it', and you 'told' him to do it.  Take my previous comment as direct feedback on your method of communication (as opposed to your particular issue). 

As for your actual issue, I don't have access to Doom3 from work, so perhaps you could post the material entry for one of the ones you want to fix so that people can give you direct feedback on it?

Fair enough you might be frustrated, but you've gotta make sure you ask the right questions and give enough info if you want the right responses.

VGames

Well maybe u should learn to respond by leaving out the bold print on specific words. U come off as a douche.

The splats I want fixed are the 4 standard blood splats. I've already said which ones. The full titles are:

Textures/decals/dsplat2
Textures/decals/dsplat5
Textures/decals/dsplat7
Textures/decals/dsplat11

They're all in the aaduffytest material file. I think that's how u spell it.

And I'm not frustrated over this specular map issue. I hate being talked to like I'm not pulling my own weight. Have u even played my mod? I've been pretty much on my own for years.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

dingleberry

Quote from: VGames on July 10, 2015, 03:01:35 PM
Well maybe u should learn to respond by leaving out the bold print on specific words. U come off as a douche.

The splats I want fixed are the 4 standard blood splats. I've already said which ones. The full titles are:

Textures/decals/dsplat2
Textures/decals/dsplat5
Textures/decals/dsplat7
Textures/decals/dsplat11

They're all in the aaduffytest material file. I think that's how u spell it.

And I'm not frustrated over this specular map issue. I hate being talked to like I'm not pulling my own weight. Have u even played my mod? I've been pretty much on my own for years.

Well, maybe, just maybe, if you stopped asking people so much on the forums to make your mod for you and didn't react like a wanker towards people wanting to help and guide you, you might learn a thing or two.

Between you and motorsep this is THE best modding community to have ever surfaced.

bkt

I didn't mean to sound like a douche, maybe I'll skirt around the issue for you next time and be more considerate of your feelings (/end sarcasm).  Chill out man, I was being direct, more so than usual because you were straight up asking for people to do your work for you. 

Again, if you want help, I need the material entry, not the name of the material.  Like I said, I don't have access to doom 3 (or the material files) here. 

We don't need to go on about who's been working on mods and stuff.  I did my time with idTech 4, man.  4 years on one mod, I certainly had to swallow a few bitter pills.  Welcome to game development, where you don't get your ego stroked and some people will call it how it is and if you survive, you'll be stronger for it :)

If you can post what I requested, perhaps I can help.  Not sure what I mean, feel free to ask, I would be happy to clarify, I just won't be doing it for you.


VGames

I already told u where to find what I'm working on. The entries and the file they're in.

I've been working on this mod off and on since Doom 3 came out. Not to mention several other mods for several other games. I know all about the modding scene.

I don't want anybody doing anything for me unless I am completely unable to do it myself. That's The only reason I told argoon to do it himself with the sole intent to add speculars to the default blood splats. I don't think it's possible. I spent 3 hours trying to make it work. It would be best if he just started from scratch.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

bkt

Woah.  I'll say it again.  I don't have access to doom 3 right now.  I can't open those files, all you need to do is post the material as argoon did so that they can be cross referenced.

VGames

Oh I'm sorry. I didn't really understand entry. Ill post it ASAP.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

#13
Here's the original code for one of them. They're all the same except for the name of their diffuse map texture. So if you can figure this one out I can use it on all of them. Their diffuse map is one of those blue-ish green textures with no Alpha channels. Keep that in mind. Just so you know I've tried different methods that required alpha channels and added one to the textures with no luck.


textures/decals/dsplat2
{
qer_editorimage textures/decals/dsplat2.tga

nonsolid
noimpact
blood
DECAL_MACRO
decalInfo 10 5 ( 1 1 1 1 ) ( 0 0 0 0 )
{       
      blend gl_zero, gl_one_minus_src_color
map textures/decals/dsplat2.tga
clamp // we don't want it to tile if the projection extends past the bounds
vertexColor // oblique projections will be slightly faded down
}
}
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

oneofthe8devilz

Actually there really seems to be an issue with dynamically generated blood decals vs statically placed blood decals in regards of adding advanced shading to them.

I remember trying to apply Sikkpin's environmental bumpmapped blood decals shader to the dynamic blood splats and it would NOT work resulting in incorrect rendering even though technically they used the exact same shader.

My guess is that something goes wrong during the dynamic placing, scaling and weighting of the dynamic decals which screws up the shading...

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