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id Tech 4 (Doom3/Prey/Q4) => id Tech 4 Mods => Topic started by: Radegast on May 20, 2014, 05:15:53 PM

Title: Working with BFG .resources/.crc packages
Post by: Radegast on May 20, 2014, 05:15:53 PM
Is there a tutorial somewhere on the net about how to correctly pack .resources and generate corresponding .crc files? Are there any standalone utilities for doing that?

It would be great if there was a short guide on making a simple BFG mod, but if there was such a thing I bet it was lost with with doom3world.org shutdown.
Title: Re: Working with BFG .resources/.crc packages
Post by: Sir Blackington on May 21, 2014, 08:34:40 AM
Funny u should mention that. Literally the very last set of posts that I made with nx-117 was about mapping in radiant and porting it over to BFG. Aaand then doom3world went down.... Good news is its very much doable, bad news is I can't remember how to and what I remember about it wasn't exactly quick and easy. If u find out, let me know, or hopefully friar can dig that up
Title: Re: Working with BFG .resources/.crc packages
Post by: Sir Blackington on May 21, 2014, 08:39:42 AM
Sorry, I wasn't paying attention, and forgot, I don't think at any point I ended up packing the maps into those formats, they just ran without bring in .crc and .resources but things had to be generated. If someone can.correct me (cough motorsep cough) or better yet find my posts regarding map making for BFG in radiant right before d3w went down, please post
Title: Re: Working with BFG .resources/.crc packages
Post by: trebor on May 22, 2014, 05:11:13 AM
Well the resources system was introduced in Rage to meet the Blu-ray latency requirements for streaming.
TBH, I think the new virtual filesystem really sucks.

This has to be looked up into the sourcecode:

1) You work on your game without any resources files

2) You play it with fs_buildResources 1. This creates files that contain a list of all referenced assets from base/ and base/generated/

3) Cook your resources files with the buildGame command that uses the .preload and .manifest files from 2)

Usually you have one .resources file for each map and all those resources contain duplicated content. The content that is shared among the resources files resides in _common.resources.


However I changed the filesystem in RBDOOM-3-BFG.

You can simply run custom content in a mod with +set fs_game <modname> +set fs_resourceLoadPriority 0.

It is not necessary cook a map but the filesystem looks through all .resources files when looking for a single file.


Title: Re: Working with BFG .resources/.crc packages
Post by: Sir Blackington on May 26, 2014, 07:31:52 AM
Thanks treb, would love to try it out but it seems linux and amd propriatary drivers don't mix well and is making getting rbdoom3 that much more difficult. So if make ur map using radiant, put the .map in the /base, make the assets in watever and put them in the appropriate subdirectory /base/generated, start BFG, console fs_buildresources 1, run map from console? So you can't just toss all the different assets in the generated and hope the game sorts them accordingly? You have to put custom textures in the textures subdirectory?
Title: Re: Working with BFG .resources/.crc packages
Post by: Radegast on May 28, 2014, 06:05:47 PM
If you run rbdoom3bfg with the +set fs_resourceLoadPriority 0 parameter then your unpacked files are loaded before the ones in .resources

I couldn't test mapping yet, because DarkRadiant has issues with my NVIDIA card, but here's the answer to my original question. I followed Treb's instructions and it's quite simple to make modifications in RBDOOM-3-BFG.

In the doom console type: exec extract_resources

This unpacks all resources into the basedev directory where you can edit them.

Finally, start the game with these arguments:

RBDoom3BFG +set fs_game basedev +set fs_resourceLoadPriority 0
Title: Re: Working with BFG .resources/.crc packages
Post by: Sir Blackington on May 31, 2014, 07:49:29 AM
Cool, thanks for the clarification. It all sounds simple enough, but I'm sure ill manage a way to make a mess of it. I'd try it out but I'm having trouble making rbdoom for some reason.
Title: Re: Working with BFG .resources/.crc packages
Post by: Radegast on February 15, 2015, 03:48:19 AM
I decided I'll give modding BFG another try, so I unpacked all the .resources files using Robert's extract_resources.cfg script and realised there is one important thing missing besides sounds - textures. In which .resources files are they stored in and why aren't they extracted?

_common.preload def             generated       maps            models          newpdas         renderprogs     skins
af              fx              guis            materials       newfonts        particles       script          sound


As you can see there is not textures directory among the extracted files in /basedev.
Title: Re: Working with BFG .resources/.crc packages
Post by: trebor on February 15, 2015, 04:58:26 AM
Quote from: Radegast on February 15, 2015, 03:48:19 AM
I decided I'll give modding BFG another try, so I unpacked all the .resources files using Robert's extract_resources.cfg script and realised there is one important thing missing besides sounds - textures. In which .resources files are they stored in and why aren't they extracted?

_common.preload def             generated       maps            models          newpdas         renderprogs     skins
af              fx              guis            materials       newfonts        particles       script          sound


As you can see there is not textures directory among the extracted files in /basedev.

It is indeed a problem. The BFG didn't ship with any texture sources images. All images are already compressed into the DXT .bimage format for fast loading times and those are put to generated/images/ .
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 15, 2015, 08:47:10 PM
Quote from: Radegast on February 15, 2015, 03:48:19 AM
I decided I'll give modding BFG another try, so I unpacked all the .resources files using Robert's extract_resources.cfg script and realised there is one important thing missing besides sounds - textures. In which .resources files are they stored in and why aren't they extracted?

_common.preload def             generated       maps            models          newpdas         renderprogs     skins
af              fx              guis            materials       newfonts        particles       script          sound


As you can see there is not textures directory among the extracted files in /basedev.

Is there any reason you need TGA textures? 99.9% of the textures are straight from Doom 3 (except normal maps for characters).
Title: Re: Working with BFG .resources/.crc packages
Post by: Radegast on February 16, 2015, 05:43:34 AM
DarkRadiant won't work with these textures out of the box. I tried converting them back to tga using crunch (https://code.google.com/p/crunch/) and opening them in Gimp with DDS plugin, but it always fails due to "unrecognized file format". Oh well, I'll just to find some similar textures at opengameart.org (http://opengameart.org) or someplace else.
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 16, 2015, 09:01:58 AM
Quote from: Radegast on February 16, 2015, 05:43:34 AM
DarkRadiant won't work with these textures out of the box. I tried converting them back to tga using crunch (https://code.google.com/p/crunch/) and opening them in Gimp with DDS plugin, but it always fails due to "unrecognized file format". Oh well, I'll just to find some similar textures at opengameart.org (http://opengameart.org) or someplace else.

What I am saying is your can copy Doom 3's textures/ folder and map with that. Or better yet, make a map for vanilla Doom 3 using Doom 3 materials, and your map will run with BFG out of the box.
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 18, 2015, 10:54:43 PM
Motorsep, sorry for the n00bish query but suppose there's a existing DOOM 3 mod that uses .dds files which aren't even read by BFG Edition, so what will I have to do in order to get it to work for BFG Edition?
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 19, 2015, 08:58:59 AM
Quote from: romulus_ut3 on February 18, 2015, 10:54:43 PM
Motorsep, sorry for the n00bish query but suppose there's a existing DOOM 3 mod that uses .dds files which aren't even read by BFG Edition, so what will I have to do in order to get it work for BFG Edition?

You'll have to convert them back to TGA. BFG supports TGA only.
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 22, 2015, 12:37:50 AM
So if I just convert the .dds files to TGA, BFG Edition will read from the .dds folders? :D
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 22, 2015, 01:51:57 AM
No, you need to put into respective folders. DDS/ folder mirrors base/ folder anyway. So if an image is referenced and it isn't in base/textures/ (as an example), it will be searched for in base/dds/textures/ (old engine did that).

So let's say your image is in base/dds/textures/p00p/my_p00p.dds YOu need to convert my_p00p.dds into my_p00p.tga and put into base/textures/p00p/
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 22, 2015, 02:27:49 AM
Thank you for the fast response!
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 22, 2015, 09:36:59 PM
I have been trying to get the Enhanced_DOOM3_models_v10a to work with DOOM 3 BFG with no success, so does this mean DOOM 3 BFG doesn't like custom models?
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 23, 2015, 01:49:26 AM
Not quite sure. I haven't tried replacing existing models. Might only work if you replace it in base/ and not as in mod. But again, I haven't messed with that.
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 23, 2015, 01:55:47 AM
Tried copy pasting the md5s over to the base directory with no success. Tried copy pasting the generated stuff from the mod's own directory over to the base directory with no luck. As I am a n00b at this, maybe one of you experts would have better luck with getting this to work for BFG.
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 23, 2015, 10:46:12 AM
I'd recommend modding vanilla Doom 3, no BFG. Once you know ins and outs more or less, you can try modding BFG. RBDoom 3 BFG isn't as moddable as old Doom 3. That's just how Doom 3 BFG was made - with no modding in mind.

Btw, you'd probably want to nuke your rendermodels/ and anims/ inside generated/ and then re-run the game so that new models and anims can get binarized. Maybe that's the issue.
Title: Re: Working with BFG .resources/.crc packages
Post by: argoon on February 23, 2015, 08:00:57 PM
Quote from: romulus_ut3 on February 22, 2015, 09:36:59 PM
I have been trying to get the Enhanced_DOOM3_models_v10a to work with DOOM 3 BFG with no success, so does this mean DOOM 3 BFG doesn't like custom models?

I have maps with custom models running on RBDoom3 BFG both .lwo and md5meshs's and animations, didn't do anything special, if they work on vanilla idtech 4 they should work on BFG. 
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 23, 2015, 10:58:58 PM
This is the mod I have been trying to get to work doom3.filefront.com/file/Enhanced_Doom_3_models;89133 (http://doom3.filefront.com/file/Enhanced_Doom_3_models;89133)

And so far, I haven't had any luck.
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 23, 2015, 11:15:14 PM
It might use some funky ARB shaders (Doom 3 BFG doesn't support ARB shaders)
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 23, 2015, 11:23:02 PM
All it has inside is dds, a few md5 models, and some textures. I see no shaders.
Title: Re: Working with BFG .resources/.crc packages
Post by: Arl on February 24, 2015, 10:14:47 PM
Hi, I lurked this forum for a while, to follow the Doom3 Modding "scene", and I have decided to register finally to share a silly piece of information that may help this user (please forgive my english):

Quote from: romulus_ut3 on February 23, 2015, 11:23:02 PM
All it has inside is dds, a few md5 models, and some textures. I see no shaders.

I was trying to make BFG Edition to load some .lwo from a vanilla Doom3 mod I'm doing, with no luck. With the wonderful Doom3 BFG Edition Launcher (http://www.kot-in-action.com/forum/viewtopic.php?f=28&t=4436&sid=a73ff018e46a33c79f26da5f8b3a4e33) (which includes RBDoom3) I was able to load my map and custom textures, but none of the .lwo files where binarised or whatever needs to happen for the files to work with BFGe.

So, navigating through the game files (now extracted thanks to the Launcher), I found the route to the same .lwo I was pretending to replace: "base/generated/rendermodels/models/items/armor/armor.blwo".

So, I took that as a reference and wrote the same route, but in my mod directory: "my-mod/generated/rendermodels/models/items/armor/armor.lwo".

But sadly nothing happened, BFGe refused to even read my lwo, so I did one last wild thing before leaving all in the past: I changed the extension of my file from .lwo to .blwo. Sounds stupid, but the game was able to read my model and the next time a checked my file was 40 KB (originally being 120 KB), so the game created my file again properly, all in all, this is a happy ending for me so far.

The End.

So maybe the problem with those md5 models is something similar and you can just re-writte routes and change extension names to make that mod compatible with RBDoom3 and the launcher previously mentioned.


Sorry for the long story, especially if it doesn't help.
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 25, 2015, 12:34:01 AM
If I simply rename the md5mesh to bmd5mesh, it fails to load.
Title: Re: Working with BFG .resources/.crc packages
Post by: trebor on February 25, 2015, 04:46:18 AM
All this stuff should work if you start the engine with

RBDoom3BFG +set fs_game <yourmodmoddir> +set fs_resourceLoadPriority 0

Especially +set fs_resourceLoadPriority 0 is important because it favors local files over files that were packaged into the .resources bundles.
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 25, 2015, 05:22:19 AM
Still no luck, I have tried this already. Maybe if one of you experts could take 5 minutes of your time to check this out, it would make things easier for a n00b like me.
Title: Re: Working with BFG .resources/.crc packages
Post by: trebor on February 25, 2015, 10:07:02 AM
OK I looked into this issue. The original BFG code was really written with no modding in mind ... Well we already did a file lookup exception for .swf and image files.
Today, I have added fixes for custom models and animations.

I uploaded a new binary for testing: https://www.dropbox.com/s/8ldovg9mkftg1hl/RBDOOM-3-BFG-1.0.3-win32-20150225-git-64a12c1-preview.7z?dl=0
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 25, 2015, 01:45:33 PM
Thanks a lot!! But I am having a different issue now.

With the assets extracted in the base directory (with the help of Motorsep's DOOM 3 BFG Mod Launcher) I am unable to load any in game campaign levels while custom models with textures are present in my mod, trying to do so while having the assets extracted cause an immediate crash while the level is being loaded, however, if the extract assets are removed, I can get the levels to load just fine.

I see the option to skip in game cinematic has been added as well, but there's just one small problem with it, the sounds are being played in when an in game cinematic is skipped.

Can I report bugs like the player getting completely stuck in specific points of the map and is unable to move unless Noclip is used? So far I think I have encountered two places like that in two different levels.
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 25, 2015, 04:40:12 PM
Quote from: romulus_ut3 on February 25, 2015, 01:45:33 PM
With the assets extracted in the base directory (with the help of Motorsep's DOOM 3 BFG Mod Launcher) I am unable to load any in game campaign levels while custom models with textures are present in my mod, trying to do so while having the assets extracted cause an immediate crash while the level is being loaded, however, if the extract assets are removed, I can get the levels to load just fine.

You should compile Debug build and debug the issue, providing backtrace to Trebor. Otherwise it's hard to know what's happening for your particular scenario.

Quote from: romulus_ut3 on February 25, 2015, 01:45:33 PM
Can I report bugs like the player getting completely stuck in specific points of the map and is unable to move unless Noclip is used? So far I think I have encountered two places like that in two different levels.

Is this happening on stock Doom 3 BFG levels? Do you run 32bit or 64bit .exe ?
Title: Re: Working with BFG .resources/.crc packages
Post by: argoon on February 25, 2015, 08:45:02 PM
I find all this strange before coming here i went to see if i was crazy and was indeed seeing my custom meshes in RBDoom3 BFG and they are there, don't know why it works for me and not for this guy, all of them work all my .lwo made with modo and one animated md5mesh from blender and one from 3dsmax.  ???
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 25, 2015, 10:17:36 PM
It is happening with Stock BFG levels, I was using a precompiled binary from Github, 32bit, 1.02 with ATI Hotfix is what it's labeled.
Title: Re: Working with BFG .resources/.crc packages
Post by: argoon on February 25, 2015, 11:05:57 PM
afaik md5 files especially animated ones need a extra .def file to work ingame, unlike static .lwo's that only need a .mtr file (material file).

exemple:

model rusty_wood_Cillfan{
mesh            models/mapobjects/animated/rusty_wood_Cillfan.md5mesh
anim idle    models/mapobjects/animated/rusty_wood_Cillfan.md5anim
//anim name    models/mapobjects/animated/rusty_wood_Cillfan.md5anim
}

entityDef rusty_wood_Cillfan {
"inherit"     "func_animate"
"model"       "rusty_wood_Cillfan"
}


Don't know if this is it, but one think is certain if it works well on older Doom3 it should work on RBDoom3 BFG.
Title: Re: Working with BFG .resources/.crc packages
Post by: trebor on February 26, 2015, 05:30:33 AM
Quote from: argoon on February 25, 2015, 11:05:57 PM
afaik md5 files especially animated ones need a extra .def file to work ingame, unlike static .lwo's that only need a .mtr file (material file).

exemple:

model rusty_wood_Cillfan{
mesh            models/mapobjects/animated/rusty_wood_Cillfan.md5mesh
anim idle    models/mapobjects/animated/rusty_wood_Cillfan.md5anim
//anim name    models/mapobjects/animated/rusty_wood_Cillfan.md5anim
}

entityDef rusty_wood_Cillfan {
"inherit"     "func_animate"
"model"       "rusty_wood_Cillfan"
}


Don't know if this is it, but one think is certain if it works well on older Doom3 it should work on RBDoom3 BFG.

The problem was that BFG caches all files into binary assets like .bmd5mesh and if they were bundled into .resources packages than the engine assumes it is a production build for testing. So it prefered the bundled models instead of refreshing the binary equivalents with the new local ones. This only applies when you want to overwrite existing D3 assets.

Your case worked because you didn't overwrite old assets.
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 26, 2015, 09:25:15 AM
@romulus_ut3: off-topic, but to answer your question about poor performance on AMD GPU (since Trebor banned me from his Github repo I can't comment there), yes, AMD driver is at fault. I got in touch with AMD and they said they do not have resource to fix OpenGL drivers, unless it's a console related issue or if a AAA game developer / publisher issue. So in short, indies are not on the list to be helped by AMD when it comes to OpenGL. So either Mantle needs to be implemented, or D3D wrapper. I had someone with AMD R9 testing my engine and it ran as fast as on Nvidia. So maybe it's the only way RBDoom 3 will run well on AMD - get R9 series GPU :)
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 26, 2015, 09:34:44 AM
Quote from: motorsep on February 26, 2015, 09:25:15 AM
@romulus_ut3: off-topic, but to answer your question about poor performance on AMD GPU (since Trebor banned me from his Github repo I can't comment there), yes, AMD driver is at fault. I got in touch with AMD and they said they do not have resource to fix OpenGL drivers, unless it's a console related issue or if a AAA game developer / publisher issue. So in short, indies are not on the list to be helped by AMD when it comes to OpenGL. So either Mantle needs to be implemented, or D3D wrapper. I had someone with AMD R9 testing my engine and it ran as fast as on Nvidia. So maybe it's the only way RBDoom 3 will run well on AMD - get R9 series GPU :)

A HD 7950=R9 280
And the guy that originally brought up the issue in Github owns a HD 7970 GHz Edition a la R9 280X, and has similar issues too. Is there anyway to do a timedemo statistics/benchmark like the one we had in DOOM 3? I am just the average gamer, not a graphics designer nor a coder, all this talk about implementing APIs like D3D or Mantle is suddenly making me feel dizzy  :o
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 26, 2015, 09:39:38 AM
Quote from: romulus_ut3 on February 26, 2015, 09:34:44 AM
A HD 7950=R9 280
And the guy that originally brought up the issue in Github owns a HD 7970 GHz Edition a la R9 280X, and has similar issues too. Is there anyway to do a timedemo statistics/benchmark like the one we had in DOOM 3?

Well then, AMD users are out of luck :(

No, demos don't work in RDoom 3 BFG (and it was a royal pita to fix them partially in our engine). Timedemo won't work properly unless entire demo code is adopted to multithreaded renderer (currently we run it on a single thread I believe), which is quite a lot of work.

The timers you have in the top right corner reflect timing spent on various processes is accurate enough.
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 26, 2015, 09:47:14 AM
Right. Last AMD card that I am ever going to buy. Their drivers are a joke, truth be told.

Thank you for the kind replies and the willingness to help, trebor and motorsep.

I am now gonna try fiddling with different versions of the OpenGL.dll file from different versions of drivers to see if I can find one that helps.
Title: Re: Working with BFG .resources/.crc packages
Post by: argoon on February 26, 2015, 07:57:42 PM
Quote from: trebor on February 26, 2015, 05:30:33 AM

Your case worked because you didn't overwrite old assets.

Ah Ok that makes sense now.

Quote from: romulus_ut3 on February 26, 2015, 09:47:14 AM
Right. Last AMD card that I am ever going to buy. Their drivers are a joke, truth be told.

Thank you for the kind replies and the willingness to help, trebor and motorsep.

I am now gonna try fiddling with different versions of the OpenGL.dll file from different versions of drivers to see if I can find one that helps.

I hope i don't sound like i'm going against you or something.

I have a R9 270X and i can play RBDoom3 BFG without any problems performance or either wise (that i can detect) latest 14.12 drivers, vanilla doom3 and TDM (The dark Mod), so it seems not all AMD cards seem to be affected.

Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 26, 2015, 08:40:33 PM
Quote from: argoon on February 26, 2015, 07:57:42 PM
I have a R9 270X and i can play RBDoom3 BFG without any problems performance or either wise (that i can detect) latest 14.12 drivers, vanilla doom3 and TDM (The dark Mod), so it seems not all AMD cards seem to be affected.

Can you please post your PC specs, OS version and screenshots with timers (same kinda screenshots romulus_ut3 took) ?
Title: Re: Working with BFG .resources/.crc packages
Post by: argoon on February 26, 2015, 10:39:19 PM
Quote from: motorsep on February 26, 2015, 08:40:33 PM
Quote from: argoon on February 26, 2015, 07:57:42 PM
I have a R9 270X and i can play RBDoom3 BFG without any problems performance or either wise (that i can detect) latest 14.12 drivers, vanilla doom3 and TDM (The dark Mod), so it seems not all AMD cards seem to be affected.

Can you please post your PC specs, OS version and screenshots with timers (same kinda screenshots romulus_ut3 took) ?

Of course can't seem to see where his screenshots are but here is mine.

here are the details btw i never use AA:

My PC

intel i7 2.8 Ghz
8GB DDR3
AMD R9 270X OC

OS - W7 64bits

Game details:

RBDoom3 BFG

Rez - 1920x1080
frames locked at 60 fps's
no AA
no soft shadows

RBDoom 3 BFG (https://drive.google.com/open?id=0B_xD8k_3dkNpWEE1NkxSRjdiYUU&authuser=0)

Running from a external USB HD (this is important because has some impact on performance especially level loading).

Vanilla Doom 3

rez - 1920x1080
no AA

Doom 3 (https://drive.google.com/open?id=0B_xD8k_3dkNpOTgyQjU5M1gxRGc&authuser=0)

Also running from external HD

In both tried to include AI in the frame.

Hope this helps 
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 26, 2015, 11:29:11 PM
The issue that was discussed on Github was regarding AMD hardware struggling with RBDoom3BFG when Soft Shadows are turned on. The framerates dip whenever there's a door opened, yet, trebor is running it at a steady 120 fps@1080p with a GTX 660 Ti OC. I can run the game at over 200 frames without AA and no Soft Shadows.

Here's the link to the issue: https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/211 (https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/211)
Title: Re: Working with BFG .resources/.crc packages
Post by: The Happy Friar on February 27, 2015, 12:50:54 AM
I would figure comparing the specs between the R290's (R9) and previous gen AMD cards would review what's different.  I know that with my AMD 7850 I can't run Saints Row 3 in DX 10/11 mode without it running in slow motion constantly.  Changing it to DX9 mode runs fine. 

Quote from: romulus_ut3 on February 26, 2015, 09:47:14 AM
Right. Last AMD card that I am ever going to buy. Their drivers are a joke, truth be told.

I can give you an address to mail the card to if you just want to get rid of it.   O0  (I've tried Nvidia and ditched them because I found their drivers to be a joke!  :) )
Title: Re: Working with BFG .resources/.crc packages
Post by: trebor on February 27, 2015, 04:05:25 AM
AMD/ATI drivers have always sucked. I'm not sure if the performance will raise a lot even when I install a new AMD card and try to optimize it.
I don't use any special Nvidia intended optimized code. I bet the performance would be awesome on AMD cards if the renderer were running on a DX11 or Mantle backend.
That might be more useful than putting time into AMD OpenGL specific problems.
Actually a DX11 backend shouldn't be difficult to implement even without any wrap crap approaches because the renderer does not use any fixed function pipeline legacy stuff except for some development tool rendering.
The BFG renderer uses very few OpenGL commands.

That AMD does not care about indies is also one of the reasons that I spent a lot of time with the UE4 engine last year. Besides that all Radiant editors are total crap and I hate to work with brushes after learning Blender into the deep.
I'm tired of OpenGL and to care about the renderer stuff while facing the situation that every GFX vendor wants to go back to the 90's and implement their own API instead of fixing their shitty drivers.

However UE4 is only great for artists as UE has always been. It is pure frustration for C++ programmers and the tools are too slow and unstable to work with IMHO :/
One big plus with id Tech 4 is that it comes with several shipped AAA titles were all assets are completely transparent for learning and reconstruction. The UE4 documentation is really poor when you want to implement more than some hello world examples.

I've been working on a commercial C4 engine project for more than 2 years now. I pimped the engine and the tools in all places. We have UE/Unity like workflows and tools and the speed and slickness of id Tech.
Our improved version of the engine is very cool and we achieve visual results similar to Far Cry 3. Too bad I don't want to work with the C4 engine for personal projects because I would have to repeat all the nice stuff I already implemented.

To sum it up. I'm quite busy and I don't have a lot of time for unpaid work to put into maintaining id Tech for other indies. If RBDOOM-3-BFG works for you then it is cool. If not then find someone who can improve it and contribute.

If people don't contribute then I don't care.
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 27, 2015, 04:28:25 AM
I appreciate the effort you have already made for the community, Trebor, and I also appreciate for taking the time to respond.
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on February 27, 2015, 08:30:01 AM
Quote from: trebor on February 27, 2015, 04:05:25 AM
Actually a DX11 backend shouldn't be difficult to implement even without any wrap crap approaches because the renderer does not use any fixed function pipeline legacy stuff except for some development tool rendering.
The BFG renderer uses very few OpenGL commands.

To sum it up. I'm quite busy and I don't have a lot of time for unpaid work .....

What would estimate DX11 path implementation time wise and money wise?
Title: Re: Working with BFG .resources/.crc packages
Post by: romulus_ut3 on February 27, 2015, 11:09:10 AM
I sense this thread is heading to a total different direction and I am to blame for it. so I apologize.

Is there anyway to have RBDoom3 bake custom contents directly without having them to load in game?

For instance, I have a bunch of models that are supposed to replace the ones that are in the game, and I want the files to be generated without having to go into the game and have the models/textures etc. loaded.
Title: Re: Working with BFG .resources/.crc packages
Post by: argoon on February 27, 2015, 08:56:41 PM
Quote from: romulus_ut3 on February 26, 2015, 11:29:11 PM
The issue that was discussed on Github was regarding AMD hardware struggling with RBDoom3BFG when Soft Shadows are turned on. The framerates dip whenever there's a door opened, yet, trebor is running it at a steady 120 fps@1080p with a GTX 660 Ti OC. I can run the game at over 200 frames without AA and no Soft Shadows.

Here's the link to the issue: https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/211 (https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/211)

Ah ok with soft shadows my frame rate does go down considerably just depending the direction i'm looking. For example with soft shadows my frames can sometimes fall has low as 25fps, but i always thought that was because doom3 was not really designed around shadow maps.

Quote from: trevorI've been working on a commercial C4 engine project for more than 2 years now. I pimped the engine and the tools in all places. We have UE/Unity like workflows and tools and the speed and slickness of id Tech.

Sorry for the offtopic guys but Trevor you are working with the C4 engine? Nice, i like that engine, can you tell us what game it is? if not what genre?
Title: Re: Working with BFG .resources/.crc packages
Post by: qModR on March 06, 2015, 12:07:17 PM
Hi. Which model formats does the engine support? Is ASE supported?
Also when I try to spawn from console more than ~64 zombie_fat the game crashes. Is there some hardcoded limit?
I'm using a binary from #29.
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on March 06, 2015, 05:28:47 PM
It supports ASE, LWO and MD5model

64 zombies is a bit overboard. The engine isn't designed to work with so many characters, unculled. Posting crash report would be handy also.
Title: Re: Working with BFG .resources/.crc packages
Post by: The Happy Friar on March 06, 2015, 09:05:30 PM
I have D3 (non-BFG) map with ~60 or so fat zombies, it doesn't crash, so it could be a BFG thing or something else is causing it to crash.
Title: Re: Working with BFG .resources/.crc packages
Post by: qModR on March 07, 2015, 07:05:55 PM
Sorry for off topic. I started a thread about my spawning issue, maybe some of you guys can look into this? Thanks.
http://idtechforums.fuzzylogicinc.com/index.php?topic=198.0

@motorsep
What does unculled mean in context of AI characters? Post in the new thread please.
Title: Re: Working with BFG .resources/.crc packages
Post by: bkt on March 17, 2015, 10:18:27 AM
Hey all,

Recently I've attempted to run my Doom 3 map in BFG Edition.  I tried to follow tr3bs original instructions in this thread, but to no avail.  When loading the map with 'fs_buildresources 1' I get an error.

QuoteERROR: Joint 'Shoulders' not found for 'head_joint' on 'env_ragdoll_marine_helmet_1'

I'm essentially trying to set it up so I can run my level without needing a GPL build of the .exe.  Is it possible to run any custom content from D3 in the vanilla build of BFG? 

Cheers for any help.
Title: Re: Working with BFG .resources/.crc packages
Post by: motorsep on March 17, 2015, 10:55:04 AM
Quote from: bkt on March 17, 2015, 10:18:27 AM

I'm essentially trying to set it up so I can run my level without needing a GPL build of the .exe.  Is it possible to run any custom content from D3 in the vanilla build of BFG? 

Cheers for any help.

I don't believe you can run vanilla BFG with custom content. One thing for sure - you have to extract .resources to loose assets. Then you can at least load maps (I recall I could, but I don't remember whether it was vanilla BFG or RBDoom 3 BFG)
Title: Re: Working with BFG .resources/.crc packages
Post by: bkt on March 17, 2015, 08:55:13 PM
Thanks for that.  Getting RBDoom's no problem for me, I was just hoping I could get the vanilla build running custom content for students.
Title: Re: Working with BFG .resources/.crc packages
Post by: bkt on March 23, 2015, 07:31:26 PM
I've got my level running RBDoom3.  Now I need to deal with a few unexpected bugs.  There are a lot of missing/changed sound shaders and a couple of unexpected enemy behaviours I've noticed.

Sometime soon I might get around to fixing it up and putting together a BFG release of it.  If I'm super bored I might take a week or two and put together a directors cut (of sorts) :)
Title: Re: Working with BFG .resources/.crc packages
Post by: Poly_Pusher on April 09, 2015, 10:27:04 AM
I'm having some trouble trying to build resources.  Every time I run fs_buildResources 1 I receive an error stating that fs_buildResources is write protected.  I don't think the folder being used is write protected, protection has been removed for the files in the folders and i don't get any errors writing other things to those folders.  Anyone else run into this or have any advice on how to get around it?  Pretty sure I'm doing something stupid.