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id Tech 4 (Doom3/Prey/Q4) => id Tech 4 Engine Coding => Topic started by: anonreclaimer on April 14, 2018, 01:03:56 PM

Title: rbdoom3bfg with editors
Post by: anonreclaimer on April 14, 2018, 01:03:56 PM
Hey guys, I made a public branch of the rbdoom3bfg engine with some changes to the render, framework, and even adding back the editors which are from the strom engine 2. There are a few bugs in the render with static volume stencil shadows right now, and some bugs with radiant when it comes to switching from editor and game. I just wanna thank Motorsep and RobertBeckebans for there contributions to the doom 3 community.

 https://github.com/anonreclaimer/RBDOOM-3-BFG
Title: Re: rbdoom3bfg with editors
Post by: MrC on April 16, 2018, 08:51:36 AM
That's awesome! Is there a precompiled bin available for download?
Title: Re: rbdoom3bfg with editors
Post by: motorsep on April 16, 2018, 10:46:33 PM
Hey guys, I made a public branch of the rbdoom3bfg engine with some changes to the render, framework, and even adding back the editors which are from the strom engine 2. There are a few bugs in the render with static volume stencil shadows right now, and some bugs with radiant when it comes to switching from editor and game. I just wanna thank Motorsep and RobertBeckebans for there contributions to the doom 3 community.

 https://github.com/anonreclaimer/RBDOOM-3-BFG

Finally !!! If it works well, good job! :)

Now RBDoom3BFG needs soft particles, fix for particle bounds and a few other things from Storm Engine 2, and it will be a totally awesome complete Doom 3 BFG engine

After that Doom 3 BFG VR fork needs to get all these goodies and hopefully new era of modding will begin.
Title: Re: rbdoom3bfg with editors
Post by: anonreclaimer on April 17, 2018, 04:51:51 PM
That's awesome! Is there a precompiled bin available for download?

Here's a copy of an executable version of the engine. It's plug n play, so as you have a RBdoom3BFG lastest build it should work.
https://github.com/anonreclaimer/RBDOOM-3-BFG/releases/tag/1.0.3
Title: Re: rbdoom3bfg with editors
Post by: MrC on April 17, 2018, 08:17:33 PM
Thanks!
Title: Re: rbdoom3bfg with editors
Post by: anonreclaimer on April 19, 2018, 01:05:50 PM
MrC do you experience any problems with shadows from that build? I believe I'm experiencing a graphics driver bug because my code seems to be sound. I thought I broke it because of replacing the old GL matrix functions with rendermatrix functions...
Title: Re: rbdoom3bfg with editors
Post by: MrC on April 19, 2018, 08:32:38 PM
I haven't run into anything like that and have also updated to what I believe are the latest drivers from NVidia.

Operating System:   Windows 10 Pro, 64-bit
DirectX version:   12.0
GPU processor:      GeForce GTX 670
Driver version:      391.35

There is some shadow popping but nothing like in that shot. As for the popping, for example the first ramp going up on The Edge 2.

I did have severe performance with SSAO, it was dropping my FPS down to 15FPS in some places where there wasn't even much happening, no characters on screen, etc..

Once that was disabled performance shot back up and held steady.

I also tried r_usescissor 0, r_useportals 0, r_showtris 3, and r_forceambient 1. And with the whole map visible at times, still maintained a solid 60FPS (I have it set to 60 instead of 120). Did this for several settings to just try and break and crash the engine but it held up pretty darn well. I also play at 1080.

On a side note, drawing the whole map and using r_forceambient 1 makes me wonder what base performance would be like if lightmapping was ever added. But I think this is a topic that's been covered once or twice around here ;)

Anyway I hope anything I provided here helps and if you want me to try anything specific please let me know and thanks again, keep up the great work!

Title: Re: rbdoom3bfg with editors
Post by: motorsep on April 24, 2018, 09:04:47 PM
Hey guys, I made a public branch of the rbdoom3bfg engine with some changes to the render, framework, and even adding back the editors which are from the strom engine 2. There are a few bugs in the render with static volume stencil shadows right now, and some bugs with radiant when it comes to switching from editor and game. I just wanna thank Motorsep and RobertBeckebans for there contributions to the doom 3 community.

 https://github.com/anonreclaimer/RBDOOM-3-BFG

Any chance you can integrate editors into https://github.com/KozGit/DOOM-3-BFG-VR ?
Title: Re: rbdoom3bfg with editors
Post by: anonreclaimer on April 29, 2018, 11:57:08 PM
Yeah, just give me a few days.
Title: Re: rbdoom3bfg with editors
Post by: motorsep on April 30, 2018, 03:40:35 PM
Yeah, just give me a few days.

Alright, that should re-ignite modding scene (I know a lot more people interested in Doom 3 VR than in non-VR Doom 3).

You might want to get in touch with Koz, since he has a pending update coming out soon (this way you get current code base).
Title: Re: rbdoom3bfg with editors
Post by: anonreclaimer on May 17, 2018, 12:56:27 PM
Yeah, just give me a few days.

Alright, that should re-ignite modding scene (I know a lot more people interested in Doom 3 VR than in non-VR Doom 3).

You might want to get in touch with Koz, since he has a pending update coming out soon (this way you get current code base).

Motorsep, I'm alomst done adding back tools. I just gotta make one more commit and test it a little...
Here's my branch -> https://github.com/anonreclaimer/DOOM-3-BFG-VR
Title: Re: rbdoom3bfg with editors
Post by: motorsep on May 17, 2018, 08:06:17 PM
Ah, sweet! Much appreciated.

Do you think you can also provide a Win64 build when you are done? I'd like to spread the word on my twitter and facebook about your fork   :)
Title: Re: rbdoom3bfg with editors
Post by: The Happy Friar on May 19, 2018, 10:02:33 PM
Maybe I'm missing it, but the readme on the github page mentions an installer.  Is there one of do I need to download & compile the code?
Title: Re: rbdoom3bfg with editors
Post by: anonreclaimer on May 25, 2018, 10:37:01 PM
Ah, sweet! Much appreciated.

Do you think you can also provide a Win64 build when you are done? I'd like to spread the word on my twitter and facebook about your fork   :)

Maybe I'm missing it, but the readme on the GitHub page mentions an installer.  Is there one of do I need to download & compile the code?

Motorsep, I'm still working on DOOMBFGVR and it needs a bit more work but I'm going to push another commit soon but I should have a bin available for you soon.

My RBDOOM3BFG build has almost all the editors working but AF and the Material editor are broken. I'm going to push a commit soon that adds geometry shaders with the AF editor. Also, I'm thinking of ways of expanding the culling system and adding compute shaders to the pipeline.

Note: These instructions are for the vs2015 compiler so I don't know if these builds will compile nicely for vs2017.

To compile the RBDOOM3BFG and my RBDOOM3BFG build
1.Start cmake and bake a solution file don't forgive to check USE_MFC_TOOLS.
2.Add _AFXDLL and ID_ALLOW_TOOLS to both idlib and RBDOOM3BFG preprocessor.
3.Then add /MD to the command line for both idlib and RBDOOM3BFG (you change runtime if you want too, I'm just lazy so I rather override it)
4.Also Cmake sometimes never adds tools to the project so you have to do it yourself
5. Finally build and hope it doesn't fail..
Bonus: Don't forget to add 4005 and 4996 to disable specific warnings to keep the compiler quiet...
Title: Re: rbdoom3bfg with editors
Post by: motorsep on May 27, 2018, 07:08:48 PM

... but AF and the Material editor are broken.

Hmm.. Broken how? I recall all editors worked in Storm Engine 2 (some had inherited bugs from old vanilla Doom 3, but that wasn't something easily fixable) where one could use it to make content.

I'm going to push a commit soon that adds geometry shaders with the AF editor. Also, I'm thinking of ways of expanding the culling system and adding compute shaders to the pipeline.

Nice, it would be interesting to see how it would benefit the game, especially in VR.

Note: These instructions are for the vs2015 compiler so I don't know if these builds will compile nicely for vs2017.

I am hoping TheHappyFriar can test it as I, unfortunately, literally don't have any free time to spare in the next few month :-[

Btw, great job you are doing here!
Title: Re: rbdoom3bfg with editors
Post by: The Happy Friar on May 28, 2018, 09:22:13 AM
I've got Visual Studio 2017.  I'll give it a shot sometime.  :)
Title: Re: rbdoom3bfg with editors
Post by: The Happy Friar on May 28, 2018, 06:23:17 PM
errors I got:
Code: [Select]
Severity    Code    Description    Project    File    Line    Suppression State
Error    C1083    Cannot open include file: '..\LibOVR\Include\OVR_CAPI.h': No such file or directory    idlib    d:\doom-3-bfg-vr-master\neo\vr\Vr.h    32   
Error    C1083    Cannot open include file: '..\LibOVR\Include\OVR_CAPI.h': No such file or directory    Doom3BFGVR    d:\doom-3-bfg-vr-master\neo\vr\Vr.h    32   
Error    C2061    syntax error: identifier 'DXGI_JPEG_AC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8132   
Error    C2061    syntax error: identifier 'DXGI_JPEG_AC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8321   
Error    C2061    syntax error: identifier 'DXGI_JPEG_DC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8137   
Error    C2061    syntax error: identifier 'DXGI_JPEG_DC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8326   
Error    C2061    syntax error: identifier 'DXGI_JPEG_QUANTIZATION_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8142   
Error    C2061    syntax error: identifier 'DXGI_JPEG_QUANTIZATION_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8331   
first two are easy: I don't have that folder in my neo/libs folder.  So obivious.  :)The DX ones I'm not sure.
I downloaded the .zip of the github files earlier today & tried to compile that.  i'm using Studio 2017 & had it cmake to 15, but had no issues loading the solution file.  I added the stuff I was supposed to to the preprocessor & command line for the respective projects.
Title: Re: rbdoom3bfg with editors
Post by: motorsep on May 28, 2018, 08:27:13 PM
I think you need Oculus SDK to resolve the first two and Win 10 SDK to resolve the rest. That's why I prefer for people to provide pre-build binaries for FOSS projects ;)
Title: Re: rbdoom3bfg with editors
Post by: anonreclaimer on May 31, 2018, 02:22:15 PM

... but AF and the Material editor are broken.

Hmm.. Broken how? I recall all editors worked in Storm Engine 2 (some had inherited bugs from old vanilla Doom 3, but that wasn't something easily fixable) where one could use it to make content.

I'm going to push a commit soon that adds geometry shaders with the AF editor. Also, I'm thinking of ways of expanding the culling system and adding compute shaders to the pipeline.

Nice, it would be interesting to see how it would benefit the game, especially in VR.

Note: These instructions are for the vs2015 compiler so I don't know if these builds will compile nicely for vs2017.

I am hoping TheHappyFriar can test it as I, unfortunately, literally don't have any free time to spare in the next few month :-[

Btw, great job you are doing here!

I'm done, here's a binary. The build has a few bugs but, I'll figure it out later.
https://github.com/anonreclaimer/DOOM-3-BFG-VR/releases/tag/V0.022-Alpha
Title: Re: rbdoom3bfg with editors
Post by: motorsep on May 31, 2018, 03:28:56 PM
Yay! Thanks a bunch. I tweeted about it :)
Title: Re: rbdoom3bfg with editors
Post by: motorsep on May 31, 2018, 04:39:42 PM
Btw, there are a few rendering fixes in Storm Engine 2 that would probably benefit Doom 3 BFG.

When running mods, particle bounds are ignored and as soon as particle emitter origin is outside of the view, whole particle system gets culled, which is wrong. SE2 has a fix for that.

Another one is more of an improvement - oblique frustum clipping. That makes reflections/refractions in the water render correctly. There is also a fix for heat haze shader that fixes (somewhat) boundary between heat haze plane and geometry it intersects (minimizing distortion of the water plane intersection with pool wall or river shore, for example). If you port it, you might want to cvar it as I have no idea if it will affect performance in VR.

Another goodie to mention (already in the RBDoom 3 BFG) is progress bar indicator - when you load mod first time, it will build all the assets and in vanilla Doom 3 BFG you'd just wait for who knows how long. SE2 has progress bars that show each asset building progress.

And the last one is cmd to render cubemaps (envshot) - useful for modders who want to make reflection "probes" for the environment.
Title: Re: rbdoom3bfg with editors
Post by: anonreclaimer on June 01, 2018, 12:16:46 AM
errors I got:
Code: [Select]
Severity    Code    Description    Project    File    Line    Suppression State
Error    C1083    Cannot open include file: '..\LibOVR\Include\OVR_CAPI.h': No such file or directory    idlib    d:\doom-3-bfg-vr-master\neo\vr\Vr.h    32   
Error    C1083    Cannot open include file: '..\LibOVR\Include\OVR_CAPI.h': No such file or directory    Doom3BFGVR    d:\doom-3-bfg-vr-master\neo\vr\Vr.h    32   
Error    C2061    syntax error: identifier 'DXGI_JPEG_AC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8132   
Error    C2061    syntax error: identifier 'DXGI_JPEG_AC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8321   
Error    C2061    syntax error: identifier 'DXGI_JPEG_DC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8137   
Error    C2061    syntax error: identifier 'DXGI_JPEG_DC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8326   
Error    C2061    syntax error: identifier 'DXGI_JPEG_QUANTIZATION_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8142   
Error    C2061    syntax error: identifier 'DXGI_JPEG_QUANTIZATION_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8331   
first two are easy: I don't have that folder in my neo/libs folder.  So obivious.  :)The DX ones I'm not sure.
I downloaded the .zip of the github files earlier today & tried to compile that.  i'm using Studio 2017 & had it cmake to 15, but had no issues loading the solution file.  I added the stuff I was supposed to to the preprocessor & command line for the respective projects.

lol, I was faced with the same issue but Motorsep is right your missing the libraries. The libraries that are used is valve's openvr library and the oculus window SDK. I'll post the link to the libraries.
https://drive.google.com/file/d/1gMshC5WQ5BP_tW5pmc7JhW8FttBxyeLE/view?usp=sharing
Title: Re: rbdoom3bfg with editors
Post by: motorsep on June 04, 2018, 03:06:55 PM
Here is some good ol' FOSS BS (I asked if the author can incorporate tools into official Doom 3 BFG VR fork):

https://github.com/KozGit/DOOM-3-BFG-VR/issues/266#issuecomment-394462633

"When the next version is out, if you create a pull request I can look at incorporating the changes."

 ::)