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Messages - motorsep

#1126
Strutt your stuff! / Re: Doom 3 BFG mod launcher
August 19, 2014, 12:54:44 PM
Quote from: VGames on August 19, 2014, 12:24:21 PM
Yeah I knew about the shaders. I was just curious about the texture packs. Seems pointless without POM. Sucks for BFG users. Any way to add new shaders to BFG?

what's RBDoom3?

Quite not pointless - people don't care for POM (although I am sure people who played with POM on powerful PCs would like that back), they just want to play with HQ textures (compression killed all details on original textures, so anything better works for people). So, people are happy now :)

RBDoom 3 BFG is a fork with Linux support and such.
#1127
Strutt your stuff! / Re: Doom 3 BFG mod launcher
August 19, 2014, 12:06:37 PM
Quote from: VGames on August 19, 2014, 11:31:48 AM
Does the game automatically use the POM features of the wulfen and monoxead texture packs? Does your launcher work with mods that include changes to the doom 3 source?

No and no. Those two issues have nothing to do with launcher. Shaders need to be written to support POM, and mods source needs to be ported to RBDoom 3 (and maintained as RBDoom 3 gets more updates).
#1128
Strutt your stuff! / Re: Doom 3 BFG mod launcher
August 19, 2014, 09:12:20 AM
Has anyone tried it yet?
#1129
Strutt your stuff! / Re: Doom 3 BFG mod launcher
August 17, 2014, 02:34:30 PM
Updated launcher to v1.2, Linux build is coming soon.

Finally converted Wulfen 2.0 pack + HQ pipes + Monoxead + Trent Reznor's sound pack + Phrozo's 1.3 mod into a Doom 3 BFG 2.0 MEGA MOD !

Re-experience Doom 3 BFG (and RoE BFG) in a new way, HQ way ;)
#1130
Quote from: deadite4 on August 13, 2014, 07:34:07 AM
Also, are you just making a mod for Doom 3 or compile the GPL code?  If just the SDK for a Doom 3 mod, you can do that with free tools.

MSVC is free ;)
#1131
One idea that comes to mind is to add option to dmap not to calculate prelit shadows, add flag to lights that makes dynamic shadowing code aware of such lights.

Levels would have to be all modeled, with lightmaps baked to second UV. In-game lights that don't move will have no flags, and will only cast shadows from the moving objects/entities. Lights that are flagged, will act as normal Doom 3 lights casting shadows from everything. This way you get baked lighting, properly lit dynamic objects, and dynamic lights casting shadows from everything (flashlights, carried on torches, projectiles).

With this method you could stay with shadow volumes and get nice lighting on your level and boost performance. It's also a least invasive method I think.

Note that this might not work at all :)
#1132
Welcome! / Re: So, the community dissolved??
August 09, 2014, 12:13:22 PM
How was I unfriendly and toxic ?
#1133
Welcome! / Re: So, the community dissolved??
August 09, 2014, 10:59:22 AM
It's gone, not coming back - just let it go :)

This is a new place. Can't say it's a new beginning, but something is better than nothing.
#1134
By the way, Darkplaces engine has real-time photon based GI.

I don't know whether it's strictly idTech 5 related or in general (I've read somewhere UE3 took forever to bake lighting), but http://www.mapcore.org/page/features/_/interviews/interview-with-thibault-dkm-courbet-r40

"...the compile times for the megatextures and the radiosity lighting are horrendous making it impossible to work without a pretty big render farm and the different layers of technical things you have to do every time you change a layout ...."

Note that CryEngine 3 doesn't have lightmaps. All lighting is real-time.
#1135
Store data on DropBox and pay nothing?

Proper lightmapping required 3D voxel grid that will light up dynamic models accordingly. That's why it's not a trivial "bake textures" solution.

Doom 3 and derivatives were designed with unified lighting in mind. So from my point of view, you either need real-time GI, or more complex ambient lighting using probes, or stick to stylized art direction to take advantage of existing implementation.

If you really can't live without lightmaps - UE4 is there for cheap :)

And on top of that, baking lighting is by no means fast :/ I haven't tried UE4, but RAGE and q3map2 are _slow_ when it comes to baking lighting. Maybe 12 core CPU with 64Gb of fast RAM and SSD makes difference, but let's face it - most modders don't have that kind of hardware.
#1136
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