What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
Thanks. Projectiles.. the current effects are placeholders, and for some the trail is just way too long. I'll eventually make them from models or sprites. Maybe some projectiles would appear more beam like and follow player's movements/v_angle. Maybe it would fit for the E-Blade and Laser Rifle.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Re: What are you working on?
Wrote a quick and dirty script to automatically and regularly fetch Quake source code repositories: https://github.com/SpiritQuaddicted/quake-code-archives
Tell me about more public repositories or even better, add them to the lists for me.
Tell me about more public repositories or even better, add them to the lists for me.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Re: What are you working on?
I reopened a map I started 6 years ago. I am currently weeping over the brushwork. But I only have one room left to go technically...
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
Re: What are you working on?
Slap that room together, and out the door with it.scar3crow wrote:I reopened a map I started 6 years ago. I am currently weeping over the brushwork. But I only have one room left to go technically...
Nested transparent AND alphatest (holes) textures in Q2 software renderer.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
I have added soft shadow mapping to the Doom 3 BFG edition recently.
You can get it from https://github.com/RobertBeckebans/RBDOOM-3-BFG/releases
old hard stencil shadows

new soft shadow mapping

You can get it from https://github.com/RobertBeckebans/RBDOOM-3-BFG/releases
old hard stencil shadows

new soft shadow mapping

- Tr3B
- Posts: 15
- Joined: Tue May 13, 2014 2:24 pm
Re: What are you working on?
Looking nice Tr3B. I'd like to see that in action for the segment where you are following the glowing specimen chamber through the corridors.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
Re: What are you working on?
Looks like soft shadows also have longer 'range'? That pic adds shadows from the grates (very nice!) and a dark shadow on lower leg maybe from the clipboard.
Apparently FPS remains strong.
Apparently FPS remains strong.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
As far as I can see, self-shadowing is forced, that's why there are additional shadows on the legs, on the chest, etc. It was disabled for many models (notably human characters) in the original game.
Screenshot looks very nice. The only thing I'm worried about is the possibility of the "real" shadows from grates interfering with the old "fake" ones.
Screenshot looks very nice. The only thing I'm worried about is the possibility of the "real" shadows from grates interfering with the old "fake" ones.
- dwere
- Posts: 11
- Joined: Tue Dec 31, 2013 11:19 pm
Re: What are you working on?
It seems to mess with the intended lighting.
They put cubemapped / textured lights wherever they wanted these grates to cast shadows. If some grates don't have shadows, I assume it's intentional on the part of the artists.
The game was simply not made with shadowmaps in mind; adding them has some weird side effects such as plunging Doomguy's face and half his legs into shadows here.
Question of taste I guess.
They put cubemapped / textured lights wherever they wanted these grates to cast shadows. If some grates don't have shadows, I assume it's intentional on the part of the artists.
The game was simply not made with shadowmaps in mind; adding them has some weird side effects such as plunging Doomguy's face and half his legs into shadows here.
Question of taste I guess.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
stencil shadows cannot cast through alpha-tested surfaces. either the _volume_ is shadowed, or it isn't. you'd need to generate geometry for the holes, which would be expensive. its not a case of whether the grates were intended to cast shadows or not, the engine was basically incapable of doing it.
the stuff with the dude looks like the new engine no longer supports whatever no-self-shadow flag doom3 had. stencil buffer or shadowmap, the algorithm should basically be the same (generate ss shadows, draw nss surfaces, add nss shadows, draw ss surfaces. hurrah for updaing 12 sides of a cubemap...).
so that part should at least be fixable.
grates/alpha-tested surfaces casting shadows will make an already-dark game even darker. might need to be restricted to custom/adapted content. I guess it depends how many other lights there are.
the stuff with the dude looks like the new engine no longer supports whatever no-self-shadow flag doom3 had. stencil buffer or shadowmap, the algorithm should basically be the same (generate ss shadows, draw nss surfaces, add nss shadows, draw ss surfaces. hurrah for updaing 12 sides of a cubemap...).
so that part should at least be fixable.
grates/alpha-tested surfaces casting shadows will make an already-dark game even darker. might need to be restricted to custom/adapted content. I guess it depends how many other lights there are.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: What are you working on?
goldenboy wrote:If some grates don't have shadows, I assume it's intentional on the part of the artists.
Or it was simply inconvenient with the tools they had at the time. The shadows drawn directly on light textures are pretty limited in what you can do with them.
goldenboy wrote:The game was simply not made with shadowmaps in mind; adding them has some weird side effects such as plunging Doomguy's face and half his legs into shadows here.
I can think of two reasons why self-shadowing was originally disabled for human characters:
1. It looks like ass on faces.
2. Less shadows = more performance.
I don't think the first reason applies to shadowmaps as much as it applied to stencil shadows.
- dwere
- Posts: 11
- Joined: Tue Dec 31, 2013 11:19 pm
Re: What are you working on?
Give how low poly Doom3 was, self shadowing would look very poppy and hard. Q3A had self-shadowing with cg_shadows 2 and it looked kind of horrendous.
Then again Shadowmap self shadowing also has its share of problems. I'm kind of sick seeing windowblind patterns scattered across arms and faces and the like because of a speed-based depth compromises.
Then again Shadowmap self shadowing also has its share of problems. I'm kind of sick seeing windowblind patterns scattered across arms and faces and the like because of a speed-based depth compromises.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
dwere wrote:goldenboy wrote:If some grates don't have shadows, I assume it's intentional on the part of the artists.
Or it was simply inconvenient with the tools they had at the time. The shadows drawn directly on light textures are pretty limited in what you can do with them.
They put that light texture on hundreds of lights in the game. It is just a matter of copy and pasting the light really. I have studied the original d3 maps very closely in the editor, and they paid a lot of attention to details like this.
Spike, they simply placed textured lights to create those shadows all over the game. They had a reason to not place them here. Probably to not distract from the animation and the video that play here, or from the dead marines that appear in this spot later.
You guys underestimate how much attention the artists paid to these things.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
goldenboy wrote:They had a reason to not place them here.
I'd say, that reason is the angle at which the light is emitted. It illuminates both the objects in front of the grate and behind it. Therefore, any shadow texture applied to it would be projected on the greebly "server" thing.
Sometimes it's just technical stuff.
- dwere
- Posts: 11
- Joined: Tue Dec 31, 2013 11:19 pm
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