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Topics - motorsep

#61
Strutt your stuff! / Phaeton: raindrop ripples
April 03, 2015, 08:45:09 PM
Let it rain! (without actual rain yet)

https://www.youtube.com/watch?v=xchc2Fbbcic
#62
Strutt your stuff! / Phaeton: Water stuff WiP
March 29, 2015, 12:59:09 AM
Finishing water support in Phaeton:

https://www.youtube.com/watch?v=NCNiY8RD2hg

Eventually hoping to make splash textures animated, but for now it seems to work :)
#63
So I spent two evenings trying to make good water surface using whatever capacity Doom 3 has and I found it impossible :(

Here is what I came up with (realtime reflection is a custom shader and has artifacts on object partially submerged into water, so unless we fix that, I won't use it):

https://www.youtube.com/watch?v=vP6k7ncWk9w

Basically it's just a brush with 5 sides of nodraw and surface having my water material:

textures/water/water_surface1
{
translucent
twoSided
noShadows
noSelfShadow
nonsolid
qer_editorimage textures/water/water_surface1_strip16_editor.tga
{
vertexProgram heatHaze.glsl
vertexParm 0 time * .1, time * 0.08
vertexParm 1 2
fragmentProgram heatHaze.glsl
fragmentMap 0 _currentRender
fragmentMap 1 normalMap textures/water/water_surface1_local.tga
}
{
blend blend
map textures/water/water_surface1_d.tga
alpha 0.15
scroll sinTable[time * .02] * .01, time * 0.02
shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
rotate sinTable[time * .01] * .01
}
{
blend bumpmap
map textures/water/water_surface1_local.tga
scroll sinTable[time * .02] * .01, time * 0.02
shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
rotate sinTable[time * .01] * .01
}
{
blend specularmap
map textures/water/water_surface1_s.tga
scroll sinTable[time * .02] * .01, time * 0.02
shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
rotate sinTable[time * .01] * .01
}

}


If I add cubemap reflection, it looks like crap, since it just sits there, doesn't deform or anything like that, so my water looks like ice (I tested it in stock Doom 3 and it's the same story):

https://www.youtube.com/watch?v=TPqRipp8YLE

Can anyone point me in the right direction for vanilla Doom 3 (without sikkmod or anything like that, unless it's impossible) ? Thanks!
#64
I am sure everyone saw UE4's Kite demo.

Check this making of video https://www.youtube.com/watch?v=clakekAHQx0&t=303

It seem that budgets would balloon if any game company decides to pursue this route. Pre-PBR rendering games were hard to make when it came to AAA quality and now with this it's just crazy :/ Not sustainable, definitely not for indies.
#65
So here it is:

https://www.youtube.com/watch?v=LDgaGHXlYhU

Looks like another piece of awesome using improved (hopefully) id Tech 5 :)
#66
Strutt your stuff! / Unreal Engine 4 is now FREE
March 02, 2015, 12:34:59 PM
Wasn't sure where to post it, but it seems like a news worthy mentioning - Unreal Engine 4 is now free!
#67
Strutt your stuff! / Phaeton: Lite transport vehicle WiP
February 25, 2015, 12:08:56 AM
I've been working on this vehicle lately, almost done as far as general shape and functionality:

https://www.youtube.com/watch?v=0H6jtH2gYto

https://www.youtube.com/watch?v=_2lN5HW_6Ek

https://www.youtube.com/watch?v=1u5kVZ-KREA
#69
I put together description of the engine's features (probably missed something) and opened an entry about it on IndieDb:

http://www.indiedb.com/engines/storm-engine-2-working-title
#70
Haunting of Deck 12 / Re: D3 MCS: Mars City Security
December 05, 2014, 01:35:33 PM
QuoteThe Doom3 netcode rewrite is in full progress

so you found someone to do the rewrite after all?
#71
In the light of recent events unveiled while testing LOD system, it seems that after all, having massive open levels in not possible with neither idTech 4 nor modified BFG engine. It could be some limits set in some tricky manner or ultimate flaw in the rendering engine design (even Darkplaces engine can draw so many triangles over massive outdoor levels without having artifacts).

I still do need "big open" level for the game. So I was thinking that having hub structured levels would be a good solution. That would allow me to split my "open world" into smaller hubs, and player would be crossing over (that's to short map loading times in BFG engine it shouldn't be too horrible).

Is it easy to implement hub structure with idTech 4 ? How would I go about implementing it ?

Thanks!
#72
So I noticed (and I am not sure whether it's my normal maps or ambient lighting) I have weird looking models in-game. Some minor artifacts present and it might be related to normal maps.

I tried baking with xNormal, Blender Internal, Blender Cycles and it's all the same. For example, in Blender model with normal map looks correct, but in-game it doesn't.

So the question is if original Renderbump from Doom 3 is better than any of the current normal map baking tools, since it was specifically made for Doom 3.

EDIT: Never mind, it seems that lighting was a bit screwed up.
#73
So based on WIKI's info, there are 3 games that are powered by idTech 5. RAGE, WolfTNO and The Evil Within. All 3 already out.

Does anyone have any info if there will be more games using idTech 5 or was it just one of those JC's visions that just didn't materialize well?
#74
Not my stuff, but I figured you'd like to know about it:

http://www.indiedungeon.com

idTech 4 is listed as one of the engines.
#75
Thanks to Rebb, I got gloss control working.

http://i.imgur.com/vCih9dz.jpg

No engine changes needed, just some tweaks on the interaction shader, use the alpha component and adjust a value between 1 and 0 to control the gloss, and tweak the RGB scale through the material with values to get the nice amount of shine needed.

       
       {
blend specularmap
map scale (textures/wicky02/rock_ground_s.tga, 0.3, 0.3, 0.3, 1 )
alpha         0.75
}
#76
So I decided to look into a new-old way to set up lighting - a la Strombine map for Quake 4.

I've read author's write up about the workflow and I recall he suggest rotating light volume so that projection image is not projected top down (along Z), but horizontally (along X or Y). I am recalling this correctly ?

So I tried rotating light volumes in DarkRadiant - it rotates, but I am unable to resize it after that - it goes all out of whack. DOOMEdit doesn't even allow resizing light volumes using mouse. So that immediately makes lighting level with such method impossible. That makes me thing that in Quake 4 resizing light volume is a smooth process regardless how it's rotated.

Bkt, could you please confirm this with a short YouTube video so I could submit it as bug report/feature to DarkRadiant developers ? Thanks.
#77
id Tech 4 Models and Animations / ragdolls setup tutorial
September 11, 2014, 08:31:38 AM
I have been looking for a tutorial on how to setup ragdoll from scratch, and as you probably guessed there is none. Does anyone have a solid experience with setting up ragdolls _properly_ (we have one ragdoll set up, but something was not correctly done and it doesn't work properly)
#78
I remember there was a tutorial on D3W about adding death anims. Does anyone have it saved by chance?

Right now it's death > ragdoll. It would be nice to do death > anim > ragdoll. Not sure if it's C++ hardcoded, or it's a matter of a script playing animation after death and the calling ragdoll routine.
#79
Strutt your stuff! / Doom 3 BFG mod launcher
August 04, 2014, 12:12:39 PM
So I finished coding initial build of Doom 3 BFG mod launcher. I still need to fix a few things to make user experience smoother, but if you follow instructions you shouldn't have any issues.

I also prepped 5 mods to work with Doom 3 BFG (one is still in progress though).

http://www.kot-in-action.com/forum/viewforum.php?f=28