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Taking content requests!

Started by Zombie, October 10, 2014, 01:39:34 PM

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Sir Blackington

Out of curiousity, doesn't BFG support megatextures? And if so, can't they be used the same way to bake ao under foliage? Also does BFG also have that same entity limit?
I have to say, as much as I'm not in a hurry to get AO ( me and zombie are on completely different ends on this ) it does really help make foliage especially bushes on a larger scale feel full and as he put it "grounded". Played around with ao in other games like arma and dayz, makes a big difference.

argoon

Ambient Occlusion baked or not should be standard by now, it indeed makes a huge difference.

Example

http://www.moddb.com/mods/mafia-titanic-mod/images/enb-series-graphic-tweak-follow-up

motorsep

Quote from: Sir Blackington on October 22, 2014, 03:23:12 AM
Out of curiousity, doesn't BFG support megatextures? And if so, can't they be used the same way to bake ao under foliage? Also does BFG also have that same entity limit?
I have to say, as much as I'm not in a hurry to get AO ( me and zombie are on completely different ends on this ) it does really help make foliage especially bushes on a larger scale feel full and as he put it "grounded". Played around with ao in other games like arma and dayz, makes a big difference.

It doesn't. Even if it did, how would you author it?

BFG has exactly the same limits Doom 3 has.

motorsep

Quote from: argoon on October 22, 2014, 03:00:48 PM
Ambient Occlusion baked or not should be standard by now, it indeed makes a huge difference.

Example

http://www.moddb.com/mods/mafia-titanic-mod/images/enb-series-graphic-tweak-follow-up

High quality real-time AO has noticeable fps impact :(

tron

Quote from: Sir Blackington on October 22, 2014, 03:23:12 AM
Out of curiousity, doesn't BFG support megatextures? And if so, can't they be used the same way to bake ao under foliage? Also does BFG also have that same entity limit?
I have to say, as much as I'm not in a hurry to get AO ( me and zombie are on completely different ends on this ) it does really help make foliage especially bushes on a larger scale feel full and as he put it "grounded". Played around with ao in other games like arma and dayz, makes a big difference.

Problem with Doom3 megatextures is that they aren't compressed, so they get big quickly.  Also fairly low resolution.

BielBdeLuna

technically AO isn't correct, is an approximation, which sometimes look right and sometimes doesn't look right. so it's defaultness should be debatable.

Sir Blackington

Biel is of the same mind as I when it comes to ambient occlusion, and though I would like to discuss that further, its not really meant for this thread. As for foliage, bright outdoor areas in idtech4 usually use a lot of non shadow casting, or ambient light to simulate indirect lighting. In these cases, its hard to argue against the use of ao.

Back to my question. IF one could light an outdoor area with few little non shadowcasting light ( putting aside how lousy it may look for the sake of arguement ), and also have alpha surfaces cast shadows, would ao specifically for foliage still be that much of a nescessity?

solarsplace

Hi Zombie

Thanks very much for the candle models with rendered flame. The models and flame look very realistic :)

Just wondering when you have a moment if you could offer an opinion as to why the candles flicker bright white in game where as they are lovely and orange in the screen shot. I believe TDM has the same issue too and there is some speculation the "scale" keyword is not doing its job for some reason?

Thanks again.

nbohr1more


solarsplace

Quote from: nbohr1more on November 12, 2014, 08:42:10 AM
He's probably using Gloss support by Rebb:

http://idtechforums.fuzzylogicinc.com/index.php?topic=122.0

Hi nbohr1more

You could indeed be right! although I was fairly certain he was using vanilla D3 for this.

I think I am going to hope he returns to the forum soon and says something like "oh drat, wrong texture in the .ZIP here you go..." and everything will be fixed :)

If not, will have to put the thinking cap on...

Thanks

romulus_ut3

Instead of starting a new topic, I thought it would be appropriate if I used this one.

Since this thread is about taking requests, can anyone port the DOOM 3 Alpha Shotgun to DOOM 3?

I tried fiddling with the assets a bit, and I couldn't find a working importer for MD5 Version 6, which is what the DOOM 3 Alpha was using back then.

Any help/guidance would be appreciated.

The Happy Friar

I want to say this has been (illegally) done several times now.  Did you try doing a search online?

Your best bet might be to find some old (and I mean OLD) md5 importers for Blender 2.4x and use those to import it.  I checked out katsbits.com and the only have the ones that support the official md5format included with the released game.

romulus_ut3

Yes, I've looked for the Alpha Shotgun model online, I found nothing. And the loss of Doom3world doesn't help me either.

The Happy Friar

All I could find was talk about how nobody's done it before.  :/

I wonder how different the md5 format is vs the current one.  Perhaps someone could modify an importer to get the model in & then export it in a current exporter.

romulus_ut3

Okay I fired up Blender 2.4, downloaded compatible Python runtime and the importer script. But I am having difficulties getting the import script to run as I can't find an option within blender to do so. The documentation found on the internet is probably outdated too, as nothing matches.