Sikkpin@Posted: Wed Oct 06, 2010 9:05 pm :
This will be the last one, I swear.

Image

Shader + test map complete package (2.93 MB):
http://sikkpin.fileave.com/parallaxtest.rar

*Note: "image_useCompression" needs to be set to "0"



Alexthegr81@Posted: Wed Oct 06, 2010 10:19 pm :
duuuuude, i don't think mines working man, here take a look.

Image



mth@Posted: Thu Oct 07, 2010 8:03 am :
My god, looks better than relief mapping. Whats the adventage? It doesn't get screwed at the texture edges? Does it require DX10? Or is it just relief done differently Sikk? :D

EDIT: Ahhh mine doesn't work either :(



gavavva@Posted: Thu Oct 07, 2010 9:59 am :
Yeah its nice (last item):

http://www.team-blur-games.com/overdose ... ent.news.4
http://www.team-blur-games.com/overdose ... _large.jpg

Just you know people will over use it, seeing as its a very expensive effect...



TRSGM@Posted: Thu Oct 07, 2010 2:55 pm :
Nnnnope.

Quadtree displacement mapping.

Get cracking :D



evilartist@Posted: Fri Oct 08, 2010 5:25 am :
That's pretty damn impressive. If school wasn't such a pain in the ass, I would test the limits of your mod by creating all sorts of elaborate scenes from my own custom textures and models.



Sikkpin@Posted: Fri Oct 08, 2010 6:37 pm :
@Alexthegr81 & mth:
Check the top post for a link to the test map w/ shader all-in-one. Just unzip it into your D3 dir and load it like a mod. If it still doesn't work then I have no idea.


@evilartist
I'd kill for a tech demo map with custom assets. I mean, when it comes to school, there's always next year, right? ;)



mth@Posted: Sat Oct 09, 2010 4:25 pm :
Damn, still nothing. Does it works for anybody else?



RipOutTheWings@Posted: Sat Oct 09, 2010 5:28 pm :
yes it works



mth@Posted: Sat Oct 09, 2010 7:07 pm :
Whta card do you have, ati or nvidia? Maybe it doesn't work on nvidia ones?

EDIT; Nevermind, got it working by pasting file sinto another working mod folder, wow, its outstanding!



ALien8ed@Posted: Sun Oct 10, 2010 2:40 am :
Just tried it and thankfully it worked.

Damn, it looks fantastic... :shock:



printz@Posted: Sun Oct 10, 2010 11:09 am :
Looks very nice. I hope I can integrate it in my D3 mod.



mth@Posted: Sun Oct 10, 2010 4:59 pm :
Hey Sikk, one loittle question: does heightmap is in normalmap alpha channel by accicdent, or did you discovered way of using height from bumpmap alpha? :D



Sikkpin@Posted: Mon Oct 11, 2010 7:30 pm :
No that's just how the source texture comes. The DXSDK demo that I took the textures from use the normal map's alpha.



mth@Posted: Mon Oct 11, 2010 9:17 pm :
oh, ok, i was hoping maybe parallax/relief ambient ligth issue was resolved ;)



AluminumHaste@Posted: Wed Oct 13, 2010 7:38 pm :
For those of you having issues using Sikkpin's test map, I made a video and put it on youtube.
For some stupid reason when I watch the video on youtube it's extremely dark, but the version I have on my computer looks fine. I don't know if it's just my computer and Firefox and IE are using some special plugin that's different than VLC, or it's because youtube re-encoded the video.
Anyways, here's the video: http://www.youtube.com/watch?v=kBx6_3yLKJU&fmt=37



Alexthegr81@Posted: Wed Oct 13, 2010 11:02 pm :
Lol i forgot to mention i got it working, it looks freakin sweet, i wish i could see that being used in sikkpin's sikkmod, but alas theres no point for all the textures in doom 3 look like gelatin with parallax. either that or just not right.



Wulfen@Posted: Wed Oct 27, 2010 9:04 pm :
test pom in hell

Image

Image

Image



reko@Posted: Wed Oct 27, 2010 9:24 pm :
Oh my, it looks so fabulous! Someone needs to get a video of this.



AluminumHaste@Posted: Wed Oct 27, 2010 9:31 pm :
reko wrote:
Oh my, it looks so fabulous! Someone needs to get a video of this.


I did, look up two or three posts :wink:



Sikkpin@Posted: Wed Oct 06, 2010 9:05 pm :
This will be the last one, I swear.

Image

Shader + test map complete package (2.93 MB):
http://sikkpin.fileave.com/parallaxtest.rar

*Note: "image_useCompression" needs to be set to "0"



Alexthegr81@Posted: Wed Oct 06, 2010 10:19 pm :
duuuuude, i don't think mines working man, here take a look.

Image



mth@Posted: Thu Oct 07, 2010 8:03 am :
My god, looks better than relief mapping. Whats the adventage? It doesn't get screwed at the texture edges? Does it require DX10? Or is it just relief done differently Sikk? :D

EDIT: Ahhh mine doesn't work either :(



gavavva@Posted: Thu Oct 07, 2010 9:59 am :
Yeah its nice (last item):

http://www.team-blur-games.com/overdose ... ent.news.4
http://www.team-blur-games.com/overdose ... _large.jpg

Just you know people will over use it, seeing as its a very expensive effect...



TRSGM@Posted: Thu Oct 07, 2010 2:55 pm :
Nnnnope.

Quadtree displacement mapping.

Get cracking :D



evilartist@Posted: Fri Oct 08, 2010 5:25 am :
That's pretty damn impressive. If school wasn't such a pain in the ass, I would test the limits of your mod by creating all sorts of elaborate scenes from my own custom textures and models.



Sikkpin@Posted: Fri Oct 08, 2010 6:37 pm :
@Alexthegr81 & mth:
Check the top post for a link to the test map w/ shader all-in-one. Just unzip it into your D3 dir and load it like a mod. If it still doesn't work then I have no idea.


@evilartist
I'd kill for a tech demo map with custom assets. I mean, when it comes to school, there's always next year, right? ;)



mth@Posted: Sat Oct 09, 2010 4:25 pm :
Damn, still nothing. Does it works for anybody else?



RipOutTheWings@Posted: Sat Oct 09, 2010 5:28 pm :
yes it works



mth@Posted: Sat Oct 09, 2010 7:07 pm :
Whta card do you have, ati or nvidia? Maybe it doesn't work on nvidia ones?

EDIT; Nevermind, got it working by pasting file sinto another working mod folder, wow, its outstanding!



ALien8ed@Posted: Sun Oct 10, 2010 2:40 am :
Just tried it and thankfully it worked.

Damn, it looks fantastic... :shock:



printz@Posted: Sun Oct 10, 2010 11:09 am :
Looks very nice. I hope I can integrate it in my D3 mod.



mth@Posted: Sun Oct 10, 2010 4:59 pm :
Hey Sikk, one loittle question: does heightmap is in normalmap alpha channel by accicdent, or did you discovered way of using height from bumpmap alpha? :D



Sikkpin@Posted: Mon Oct 11, 2010 7:30 pm :
No that's just how the source texture comes. The DXSDK demo that I took the textures from use the normal map's alpha.



mth@Posted: Mon Oct 11, 2010 9:17 pm :
oh, ok, i was hoping maybe parallax/relief ambient ligth issue was resolved ;)



AluminumHaste@Posted: Wed Oct 13, 2010 7:38 pm :
For those of you having issues using Sikkpin's test map, I made a video and put it on youtube.
For some stupid reason when I watch the video on youtube it's extremely dark, but the version I have on my computer looks fine. I don't know if it's just my computer and Firefox and IE are using some special plugin that's different than VLC, or it's because youtube re-encoded the video.
Anyways, here's the video: http://www.youtube.com/watch?v=kBx6_3yLKJU&fmt=37



Alexthegr81@Posted: Wed Oct 13, 2010 11:02 pm :
Lol i forgot to mention i got it working, it looks freakin sweet, i wish i could see that being used in sikkpin's sikkmod, but alas theres no point for all the textures in doom 3 look like gelatin with parallax. either that or just not right.



Wulfen@Posted: Wed Oct 27, 2010 9:04 pm :
test pom in hell

Image

Image

Image



reko@Posted: Wed Oct 27, 2010 9:24 pm :
Oh my, it looks so fabulous! Someone needs to get a video of this.



AluminumHaste@Posted: Wed Oct 27, 2010 9:31 pm :
reko wrote:
Oh my, it looks so fabulous! Someone needs to get a video of this.


I did, look up two or three posts :wink:



reko@Posted: Wed Oct 27, 2010 9:41 pm :
I meant from the retail game, with teh retail maps (Hell, Mars Surface, Indoor parts etc)



Wulfen@Posted: Wed Oct 27, 2010 10:57 pm :
reko wrote:
Oh my, it looks so fabulous! Someone needs to get a video of this.


http://www.youtube.com/watch?v=6NuN2WRkukY

watch in hd :)

Quote:
I meant from the retail game, with teh retail maps (Hell, Mars Surface, Indoor parts etc)

currently i working on a high-resolution textures to hell, rock, caves with parallax occlusion mappings. i will upload a video soon:)



Brain Trepaning@Posted: Thu Oct 28, 2010 2:56 am :
awesome stuff!



TRSGM@Posted: Thu Oct 28, 2010 7:29 am :
Wulfen wrote:
test pom in hell

Image

Image

Image

Holy balls, are those stock assets? That's pretty much spot-on photorealistic.



BNA!@Posted: Thu Oct 28, 2010 1:39 pm :
Awsome looking!



printz@Posted: Thu Oct 28, 2010 2:55 pm :
reko wrote:
I meant from the retail game, with teh retail maps (Hell, Mars Surface, Indoor parts etc)
Or why not, say, make some new playable levels using this effect.



Sikkpin@Posted: Thu Oct 28, 2010 5:13 pm :
@Wulfen
Damn, that looks ridiculously good! How are you creating your heightmaps, by the way?



vertex007@Posted: Thu Oct 28, 2010 7:15 pm :
Wulfen wrote:
test pom in hell

Image

Image

Image


test porn in hell !! :mrgreen:

great stuff Wulfen, any chance of a release ?

edit: just saw the video, holy shit, DOOM3 meets Crysis !



Wulfen@Posted: Thu Oct 28, 2010 8:50 pm :
Sikkpin wrote:
@Wulfen
Damn, that looks ridiculously good! How are you creating your heightmaps, by the way?

I use nvidia normal map plugin for photoshop, normal map convert to height and sometimes a few manual corrections(photoshop).

some new screeenshots:
Image Image Image Image

comparison:
Image

Quote:
great stuff Wulfen, any chance of a release ?

maybe but not yet.



reko@Posted: Thu Oct 28, 2010 8:58 pm :
Damn it looks so frigging fantastic, never seen such enhancement to Doom 3 so far, some exceptions about Post Processing Effects and Megatextures but this... this gets over them :D

So that counts as another retexture project?

edit: just saw the video, holy shit, DOOM3 meets Crysis ![/quote]

Yeah, with all those community enhancements and IF THE GAME WAS BETTER OPTIMIZED then it could look like a 2020 Video Game :).
Damn, I hope when the Source Code will be out (If will be) the community will do something about the optimization.



Graetar@Posted: Fri Oct 29, 2010 8:37 am :
Doom 3 can do it too :shock:



whitewolf@Posted: Tue Nov 02, 2010 12:55 pm :
Why do my textures look like shit no matter how high res/quality I set and what cvars I switch? Even on ultra, I still get the texture banding.

Image

Image



pbmax@Posted: Tue Nov 02, 2010 4:49 pm :
This makes me question whether or not Carmack's insistence on using new tech for each game is the "right thing to do".

Just think what they could have done by now if they stuck with the doom3 engine.



TRSGM@Posted: Tue Nov 02, 2010 5:44 pm :
pbmax wrote:
This makes me question whether or not Carmack's insistence on using new tech for each game is the "right thing to do".

Just think what they could have done by now if they stuck with the doom3 engine.

There's still a lot of inefficiencies to be had w/ id tech 4. One of the big ones right now is the shadowing system, for starters. While I think Carmack made the right choice circa 2004, shadow maps are currently a vastly superior option for shadows and would enable a number of additional optimizations like GPU-based skinning and memexport/stream out/transform feedback for all skinned meshes. On top of that you'd probably be able to save a lot of fillrate just by switching over.

Also, id tech 4 (from what I can tell) likely would not scale well to large, (reasonably) dynamic environments. AFAIK the visibility culling system (PVS w/ portals) was also dropped outright in favor of some sort of hierarchal occlusion culling system. Streaming also seems like it would be a fantastic pain in the ass, especially considering the rather long load times present in D3. Then again, I'm a pretty big drinker of the Megatexture brand Kool-Aid.

That's not to say any of the above couldn't be implemented in id tech 4, too. Much of the engine wars are phenominal marketing bullshit anyway.



Kamikazee@Posted: Tue Nov 02, 2010 11:30 pm :
Not to downplay your achievement, but could you dial back the effect's strength? I know it's the hell level we're talking about, but those pebbles look like they could jump up at any moment and bash my eye out.



croq@Posted: Fri Nov 05, 2010 12:30 am :
my first pom test map :

Image

Image

Image

Image

Image

i am not a texturing guy, just playing a little bit with it...

what do you think?



reko@Posted: Fri Nov 05, 2010 12:43 am :
It doesn't look like Doom 3.
But I'd like to see the map withouth the POM on to make some difference.



RipOutTheWings@Posted: Fri Nov 05, 2010 1:01 am :
croq
hi, can you upload your foliage models? please



croq@Posted: Fri Nov 05, 2010 1:08 am :
RipOutTheWings wrote:
croq
hi, can you upload your foliage models? please


those are not from me,just borrowed them from another Mod. FMJ i think...



RipOutTheWings@Posted: Fri Nov 05, 2010 1:14 am :
can you upload please? or just mtr files



croq@Posted: Fri Nov 05, 2010 1:30 am :
dont know where the mtr file is located. the model it self is called "Miketree" located in the ase folder.



Wulfen@Posted: Fri Nov 05, 2010 6:22 pm :
some new textures
Image Image Image Image Image Image Image



vertex007@Posted: Sat Nov 06, 2010 1:35 pm :
very good work Wulfen !
looks amazing !

it seems you are very good at retexturing the natural/organic stuff - Hell levels/Digsite... whereas Monoxhead is very good with the tech/metal stuff - UAC interiors/MarsCity.

you two should work togheter on a complete D3 texture Facelift ! :wink:



mc-rambo87@Posted: Sat Nov 13, 2010 2:09 pm :
any news ? :)



reko@Posted: Sat Nov 13, 2010 5:15 pm :
Yar, they should work together. Overall this is an amazing new feature. I don't think even Brink uses it. :D

BTW: RipOutTheWings... I saw that.



RipOutTheWings@Posted: Sat Nov 13, 2010 5:39 pm :
i just trying to retexture some maps with photoshop
Wulfen, how do you repaint the spherical details of normal maps ?



RipOutTheWings@Posted: Sat Nov 13, 2010 8:31 pm :
http://i272.photobucket.com/albums/jj16 ... 1288288943
Quote:
Wulfen, how do you repaint the spherical details of normal maps ?



Wulfen@Posted: Sun Nov 14, 2010 3:02 pm :
RipOutTheWings wrote:
http://i272.photobucket.com/albums/jj161/Wulfen1/doom%203/3p.jpg?t=1288288943
Quote:
Wulfen, how do you repaint the spherical details of normal maps ?

i create high polygon model in 3d max and baking normal map.
Image Image

difuse
Image

normal
Image

specular
Image

height
Image



Serpentine@Posted: Sun Nov 14, 2010 10:34 pm :
If you're not into modeling and want to just knock out some better heightmaps/normals, I find :
nDo - Photoshop script; quite handy for doing work in 16bit, easy to use with paths and creates some pretty cool stuff in a very short time one you get the hang, also quite good at converting diffuse->height if you need a base. The Tutorial shows a few features, tho there are loads more and its constantly being expanded/fixed.
njob - stand alone exe; pretty good for normal->height conversion(tho no where near perfect) tho sadly no 16bit support. Pretty good for organics/carved surfaces too.

But yeah, you're never going to beat baking it off a model :)



adeonc@Posted: Sun Nov 14, 2010 11:07 pm :
I am really impressed by the images you posted. It looks much more like DooM 3 should've looked. Keep it up!



Sikkpin@Posted: Sun Dec 19, 2010 1:08 am :
For those who had/have trouble using this (or any parallax shader), try setting "image_useCompression" to 0 and then do "vid_restart" in the console. This should make the effect work.

Thanks to evilartist for pointing out that pom didn't work for him while the quality was set to "High" but it did when set to "Very High"



evilartist@Posted: Sun Dec 19, 2010 1:50 am :
Sikkpin wrote:
For those who had/have trouble using this (or any parallax shader), try setting "image_useCompression" to 0 and then do "vid_restart" in the console. This should make the effect work.

Thanks to evilartist for pointing out that pom didn't work for him while the quality was set to "High" but it did when set to "Very High"

That indeed works, Sikkpin. :) I looked over the contents in your mod. Aside from the 'glprogs' folder, it seems all that's required to make POM work is a local map and its reference in the material shader, no different than usual. With that said, POM doesn't seem to work with any of Doom 3's vanilla assets. Are the vanilla textures missing a requirement that I overlooked with your test textures?



Sikkpin@Posted: Sun Dec 19, 2010 2:07 am :
evilartist wrote:
...Are the vanilla textures missing a requirement that I overlooked with your test textures?

Yes, there needs to be a height map in the specular maps alpha channel. A quick way to do this is to download Policapo's relief mapping mod and use the normal2depth.exe to process all of (well, most of, really) D3's textures. You can get his mod here.



evilartist@Posted: Sun Dec 19, 2010 2:35 am :
Sikkpin wrote:
evilartist wrote:
...Are the vanilla textures missing a requirement that I overlooked with your test textures?

Yes, there needs to be a height map in the specular maps alpha channel. A quick way to do this is to download Policapo's relief mapping mod and use the normal2depth.exe to process all of (well, most of, really) D3's textures. You can get his mod here.

Thanks for the quick response.
Something seems unusual, though. I opened up the texture files for the "dent" material. The local map and the alpha channel from the specular map both indicate a square-ish hole in the middle of the texture. In-game, however, it shows the square as a bump/extrusion. Here's what I mean:
Image
To be more accurate: the surrounding area is receding, rather than the middle square. Why is that? The other materials seem to be behaving correctly (assuming darker values = lower level, right?).



Sikkpin@Posted: Sun Dec 19, 2010 3:03 am :
evilartist wrote:
...darker values = lower level, right?).
Right. The texture on the floor is actually "bump", the ceiling texture is "dent". :)



Sikkpin@Posted: Wed Oct 06, 2010 9:05 pm :
This will be the last one, I swear.

Image

Shader + test map complete package (2.93 MB):
http://sikkpin.fileave.com/parallaxtest.rar

*Note: "image_useCompression" needs to be set to "0"



Alexthegr81@Posted: Wed Oct 06, 2010 10:19 pm :
duuuuude, i don't think mines working man, here take a look.

Image



mth@Posted: Thu Oct 07, 2010 8:03 am :
My god, looks better than relief mapping. Whats the adventage? It doesn't get screwed at the texture edges? Does it require DX10? Or is it just relief done differently Sikk? :D

EDIT: Ahhh mine doesn't work either :(



gavavva@Posted: Thu Oct 07, 2010 9:59 am :
Yeah its nice (last item):

http://www.team-blur-games.com/overdose ... ent.news.4
http://www.team-blur-games.com/overdose ... _large.jpg

Just you know people will over use it, seeing as its a very expensive effect...



TRSGM@Posted: Thu Oct 07, 2010 2:55 pm :
Nnnnope.

Quadtree displacement mapping.

Get cracking :D



evilartist@Posted: Fri Oct 08, 2010 5:25 am :
That's pretty damn impressive. If school wasn't such a pain in the ass, I would test the limits of your mod by creating all sorts of elaborate scenes from my own custom textures and models.



Sikkpin@Posted: Fri Oct 08, 2010 6:37 pm :
@Alexthegr81 & mth:
Check the top post for a link to the test map w/ shader all-in-one. Just unzip it into your D3 dir and load it like a mod. If it still doesn't work then I have no idea.


@evilartist
I'd kill for a tech demo map with custom assets. I mean, when it comes to school, there's always next year, right? ;)



mth@Posted: Sat Oct 09, 2010 4:25 pm :
Damn, still nothing. Does it works for anybody else?



RipOutTheWings@Posted: Sat Oct 09, 2010 5:28 pm :
yes it works



mth@Posted: Sat Oct 09, 2010 7:07 pm :
Whta card do you have, ati or nvidia? Maybe it doesn't work on nvidia ones?

EDIT; Nevermind, got it working by pasting file sinto another working mod folder, wow, its outstanding!



ALien8ed@Posted: Sun Oct 10, 2010 2:40 am :
Just tried it and thankfully it worked.

Damn, it looks fantastic... :shock:



printz@Posted: Sun Oct 10, 2010 11:09 am :
Looks very nice. I hope I can integrate it in my D3 mod.



mth@Posted: Sun Oct 10, 2010 4:59 pm :
Hey Sikk, one loittle question: does heightmap is in normalmap alpha channel by accicdent, or did you discovered way of using height from bumpmap alpha? :D



Sikkpin@Posted: Mon Oct 11, 2010 7:30 pm :
No that's just how the source texture comes. The DXSDK demo that I took the textures from use the normal map's alpha.



mth@Posted: Mon Oct 11, 2010 9:17 pm :
oh, ok, i was hoping maybe parallax/relief ambient ligth issue was resolved ;)



AluminumHaste@Posted: Wed Oct 13, 2010 7:38 pm :
For those of you having issues using Sikkpin's test map, I made a video and put it on youtube.
For some stupid reason when I watch the video on youtube it's extremely dark, but the version I have on my computer looks fine. I don't know if it's just my computer and Firefox and IE are using some special plugin that's different than VLC, or it's because youtube re-encoded the video.
Anyways, here's the video: http://www.youtube.com/watch?v=kBx6_3yLKJU&fmt=37



Alexthegr81@Posted: Wed Oct 13, 2010 11:02 pm :
Lol i forgot to mention i got it working, it looks freakin sweet, i wish i could see that being used in sikkpin's sikkmod, but alas theres no point for all the textures in doom 3 look like gelatin with parallax. either that or just not right.



Wulfen@Posted: Wed Oct 27, 2010 9:04 pm :
test pom in hell

Image

Image

Image



reko@Posted: Wed Oct 27, 2010 9:24 pm :
Oh my, it looks so fabulous! Someone needs to get a video of this.



AluminumHaste@Posted: Wed Oct 27, 2010 9:31 pm :
reko wrote:
Oh my, it looks so fabulous! Someone needs to get a video of this.


I did, look up two or three posts :wink:



reko@Posted: Wed Oct 27, 2010 9:41 pm :
I meant from the retail game, with teh retail maps (Hell, Mars Surface, Indoor parts etc)



Wulfen@Posted: Wed Oct 27, 2010 10:57 pm :
reko wrote:
Oh my, it looks so fabulous! Someone needs to get a video of this.


http://www.youtube.com/watch?v=6NuN2WRkukY

watch in hd :)

Quote:
I meant from the retail game, with teh retail maps (Hell, Mars Surface, Indoor parts etc)

currently i working on a high-resolution textures to hell, rock, caves with parallax occlusion mappings. i will upload a video soon:)



Brain Trepaning@Posted: Thu Oct 28, 2010 2:56 am :
awesome stuff!



TRSGM@Posted: Thu Oct 28, 2010 7:29 am :
Wulfen wrote:
test pom in hell

Image

Image

Image

Holy balls, are those stock assets? That's pretty much spot-on photorealistic.



BNA!@Posted: Thu Oct 28, 2010 1:39 pm :
Awsome looking!



printz@Posted: Thu Oct 28, 2010 2:55 pm :
reko wrote:
I meant from the retail game, with teh retail maps (Hell, Mars Surface, Indoor parts etc)
Or why not, say, make some new playable levels using this effect.



Sikkpin@Posted: Thu Oct 28, 2010 5:13 pm :
@Wulfen
Damn, that looks ridiculously good! How are you creating your heightmaps, by the way?



vertex007@Posted: Thu Oct 28, 2010 7:15 pm :
Wulfen wrote:
test pom in hell

Image

Image

Image


test porn in hell !! :mrgreen:

great stuff Wulfen, any chance of a release ?

edit: just saw the video, holy shit, DOOM3 meets Crysis !



Wulfen@Posted: Thu Oct 28, 2010 8:50 pm :
Sikkpin wrote:
@Wulfen
Damn, that looks ridiculously good! How are you creating your heightmaps, by the way?

I use nvidia normal map plugin for photoshop, normal map convert to height and sometimes a few manual corrections(photoshop).

some new screeenshots:
Image Image Image Image

comparison:
Image

Quote:
great stuff Wulfen, any chance of a release ?

maybe but not yet.



reko@Posted: Thu Oct 28, 2010 8:58 pm :
Damn it looks so frigging fantastic, never seen such enhancement to Doom 3 so far, some exceptions about Post Processing Effects and Megatextures but this... this gets over them :D

So that counts as another retexture project?

edit: just saw the video, holy shit, DOOM3 meets Crysis ![/quote]

Yeah, with all those community enhancements and IF THE GAME WAS BETTER OPTIMIZED then it could look like a 2020 Video Game :).
Damn, I hope when the Source Code will be out (If will be) the community will do something about the optimization.



Graetar@Posted: Fri Oct 29, 2010 8:37 am :
Doom 3 can do it too :shock:



whitewolf@Posted: Tue Nov 02, 2010 12:55 pm :
Why do my textures look like shit no matter how high res/quality I set and what cvars I switch? Even on ultra, I still get the texture banding.

Image

Image



pbmax@Posted: Tue Nov 02, 2010 4:49 pm :
This makes me question whether or not Carmack's insistence on using new tech for each game is the "right thing to do".

Just think what they could have done by now if they stuck with the doom3 engine.



TRSGM@Posted: Tue Nov 02, 2010 5:44 pm :
pbmax wrote:
This makes me question whether or not Carmack's insistence on using new tech for each game is the "right thing to do".

Just think what they could have done by now if they stuck with the doom3 engine.

There's still a lot of inefficiencies to be had w/ id tech 4. One of the big ones right now is the shadowing system, for starters. While I think Carmack made the right choice circa 2004, shadow maps are currently a vastly superior option for shadows and would enable a number of additional optimizations like GPU-based skinning and memexport/stream out/transform feedback for all skinned meshes. On top of that you'd probably be able to save a lot of fillrate just by switching over.

Also, id tech 4 (from what I can tell) likely would not scale well to large, (reasonably) dynamic environments. AFAIK the visibility culling system (PVS w/ portals) was also dropped outright in favor of some sort of hierarchal occlusion culling system. Streaming also seems like it would be a fantastic pain in the ass, especially considering the rather long load times present in D3. Then again, I'm a pretty big drinker of the Megatexture brand Kool-Aid.

That's not to say any of the above couldn't be implemented in id tech 4, too. Much of the engine wars are phenominal marketing bullshit anyway.



Kamikazee@Posted: Tue Nov 02, 2010 11:30 pm :
Not to downplay your achievement, but could you dial back the effect's strength? I know it's the hell level we're talking about, but those pebbles look like they could jump up at any moment and bash my eye out.



croq@Posted: Fri Nov 05, 2010 12:30 am :
my first pom test map :

Image

Image

Image

Image

Image

i am not a texturing guy, just playing a little bit with it...

what do you think?



reko@Posted: Fri Nov 05, 2010 12:43 am :
It doesn't look like Doom 3.
But I'd like to see the map withouth the POM on to make some difference.



RipOutTheWings@Posted: Fri Nov 05, 2010 1:01 am :
croq
hi, can you upload your foliage models? please



croq@Posted: Fri Nov 05, 2010 1:08 am :
RipOutTheWings wrote:
croq
hi, can you upload your foliage models? please


those are not from me,just borrowed them from another Mod. FMJ i think...



RipOutTheWings@Posted: Fri Nov 05, 2010 1:14 am :
can you upload please? or just mtr files



croq@Posted: Fri Nov 05, 2010 1:30 am :
dont know where the mtr file is located. the model it self is called "Miketree" located in the ase folder.



Wulfen@Posted: Fri Nov 05, 2010 6:22 pm :
some new textures
Image Image Image Image Image Image Image



vertex007@Posted: Sat Nov 06, 2010 1:35 pm :
very good work Wulfen !
looks amazing !

it seems you are very good at retexturing the natural/organic stuff - Hell levels/Digsite... whereas Monoxhead is very good with the tech/metal stuff - UAC interiors/MarsCity.

you two should work togheter on a complete D3 texture Facelift ! :wink:



mc-rambo87@Posted: Sat Nov 13, 2010 2:09 pm :
any news ? :)



reko@Posted: Sat Nov 13, 2010 5:15 pm :
Yar, they should work together. Overall this is an amazing new feature. I don't think even Brink uses it. :D

BTW: RipOutTheWings... I saw that.



RipOutTheWings@Posted: Sat Nov 13, 2010 5:39 pm :
i just trying to retexture some maps with photoshop
Wulfen, how do you repaint the spherical details of normal maps ?



RipOutTheWings@Posted: Sat Nov 13, 2010 8:31 pm :
http://i272.photobucket.com/albums/jj16 ... 1288288943
Quote:
Wulfen, how do you repaint the spherical details of normal maps ?



Wulfen@Posted: Sun Nov 14, 2010 3:02 pm :
RipOutTheWings wrote:
http://i272.photobucket.com/albums/jj161/Wulfen1/doom%203/3p.jpg?t=1288288943
Quote:
Wulfen, how do you repaint the spherical details of normal maps ?

i create high polygon model in 3d max and baking normal map.
Image Image

difuse
Image

normal
Image

specular
Image

height
Image



Serpentine@Posted: Sun Nov 14, 2010 10:34 pm :
If you're not into modeling and want to just knock out some better heightmaps/normals, I find :
nDo - Photoshop script; quite handy for doing work in 16bit, easy to use with paths and creates some pretty cool stuff in a very short time one you get the hang, also quite good at converting diffuse->height if you need a base. The Tutorial shows a few features, tho there are loads more and its constantly being expanded/fixed.
njob - stand alone exe; pretty good for normal->height conversion(tho no where near perfect) tho sadly no 16bit support. Pretty good for organics/carved surfaces too.

But yeah, you're never going to beat baking it off a model :)



adeonc@Posted: Sun Nov 14, 2010 11:07 pm :
I am really impressed by the images you posted. It looks much more like DooM 3 should've looked. Keep it up!



Sikkpin@Posted: Sun Dec 19, 2010 1:08 am :
For those who had/have trouble using this (or any parallax shader), try setting "image_useCompression" to 0 and then do "vid_restart" in the console. This should make the effect work.

Thanks to evilartist for pointing out that pom didn't work for him while the quality was set to "High" but it did when set to "Very High"



evilartist@Posted: Sun Dec 19, 2010 1:50 am :
Sikkpin wrote:
For those who had/have trouble using this (or any parallax shader), try setting "image_useCompression" to 0 and then do "vid_restart" in the console. This should make the effect work.

Thanks to evilartist for pointing out that pom didn't work for him while the quality was set to "High" but it did when set to "Very High"

That indeed works, Sikkpin. :) I looked over the contents in your mod. Aside from the 'glprogs' folder, it seems all that's required to make POM work is a local map and its reference in the material shader, no different than usual. With that said, POM doesn't seem to work with any of Doom 3's vanilla assets. Are the vanilla textures missing a requirement that I overlooked with your test textures?



Sikkpin@Posted: Sun Dec 19, 2010 2:07 am :
evilartist wrote:
...Are the vanilla textures missing a requirement that I overlooked with your test textures?

Yes, there needs to be a height map in the specular maps alpha channel. A quick way to do this is to download Policapo's relief mapping mod and use the normal2depth.exe to process all of (well, most of, really) D3's textures. You can get his mod here.



evilartist@Posted: Sun Dec 19, 2010 2:35 am :
Sikkpin wrote:
evilartist wrote:
...Are the vanilla textures missing a requirement that I overlooked with your test textures?

Yes, there needs to be a height map in the specular maps alpha channel. A quick way to do this is to download Policapo's relief mapping mod and use the normal2depth.exe to process all of (well, most of, really) D3's textures. You can get his mod here.

Thanks for the quick response.
Something seems unusual, though. I opened up the texture files for the "dent" material. The local map and the alpha channel from the specular map both indicate a square-ish hole in the middle of the texture. In-game, however, it shows the square as a bump/extrusion. Here's what I mean:
Image
To be more accurate: the surrounding area is receding, rather than the middle square. Why is that? The other materials seem to be behaving correctly (assuming darker values = lower level, right?).



Sikkpin@Posted: Sun Dec 19, 2010 3:03 am :
evilartist wrote:
...darker values = lower level, right?).
Right. The texture on the floor is actually "bump", the ceiling texture is "dent". :)