Revelation Test
Re: Revelation Test
Isn't the sliding simply how pixel offset mapping works? Cannot "extrude outwards" so need to "extrude inwards" ... = sliding pixels relative to surface.
Re: Revelation Test
Its indeed how its explained but then why does this one work ?.
Sikkpin had several versions also one with offset limiting which is imo the one that works best but it still had the sliding textures problem just not so much.
The one i dug up resembles that one visually but without the sliding.
Maybe a hack ? in case it is its quite good
Sikkpin had several versions also one with offset limiting which is imo the one that works best but it still had the sliding textures problem just not so much.
The one i dug up resembles that one visually but without the sliding.
Maybe a hack ? in case it is its quite good
Productivity is a state of mind.
Re: Revelation Test
Code: Select all
!!ARBvp1.0 OPTION ARB_position_invariant ;
TEMP R0, R1, R2;
PARAM defaultTexCoord = { 0, 0.5, 0, 1 };
SUB R0, program.env[4], vertex.position;
DP3 result.texcoord[0].x, vertex.attrib[9], R0;
DP3 result.texcoord[0].y, vertex.attrib[10], R0;
DP3 result.texcoord[0].z, vertex.attrib[11], R0;
MOV result.texcoord[1], defaultTexCoord;
DP4 result.texcoord[1].x, vertex.attrib[8], program.env[10];
DP4 result.texcoord[1].y, vertex.attrib[8], program.env[11];
MOV result.texcoord[2], defaultTexCoord;
DP4 result.texcoord[2].x, vertex.position, program.env[9];
DP4 result.texcoord[3].x, vertex.position, program.env[6];
DP4 result.texcoord[3].y, vertex.position, program.env[7];
DP4 result.texcoord[3].w, vertex.position, program.env[8];
MOV result.texcoord[4], defaultTexCoord;
DP4 result.texcoord[4].x, vertex.attrib[8], program.env[12];
DP4 result.texcoord[4].y, vertex.attrib[8], program.env[13];
MOV result.texcoord[5], defaultTexCoord;
DP4 result.texcoord[5].x, vertex.attrib[8], program.env[14];
DP4 result.texcoord[5].y, vertex.attrib[8], program.env[15];
SUB R0, program.env[4], vertex.position;
DP3 R1, R0, R0;
RSQ R1, R1.x;
MUL R0, R0, R1.x;
SUB R1, program.env[5], vertex.position;
DP3 R2, R1, R1;
RSQ R2, R2.x;
MUL R1, R1, R2.x;
ADD R0, R0, R1;
DP3 result.texcoord[6].x, vertex.attrib[9], R0;
DP3 result.texcoord[6].y, vertex.attrib[10], R0;
DP3 result.texcoord[6].z, vertex.attrib[11], R0;
SUB R1, program.env[5], vertex.position;
DP3 result.texcoord[7].x, vertex.attrib[9], R1;
DP3 result.texcoord[7].y, vertex.attrib[10], R1;
DP3 result.texcoord[7].z, vertex.attrib[11], R1;
MOV result.texcoord[7].w, 1.0;
MAD result.color, vertex.color, program.env[16], program.env[17];
END
#======================================================================
!!ARBfp1.0
OPTION ARB_precision_hint_nicest;
TEMP light, color, R1, R2, localNormal, specular, eye, height, newtexcoord, newbumpcoord, newspeccoord, newspeclook;
PARAM subOne = { -1, -1, -1, -1 };
PARAM scaleTwo = { 2, 2, 2, 2 };
DP3 R1, fragment.texcoord[7], fragment.texcoord[7];
RSQ R1, R1.x;
MUL eye, fragment.texcoord[7], R1;
TEX height, fragment.texcoord[1], texture[1], 2D;
MAD height.x, height.z, -0.05, 0.05;
MAD newbumpcoord, height.xxxx, eye, fragment.texcoord[1];
MAD newtexcoord, height.xxxx, eye, fragment.texcoord[4];
MAD newspeccoord, height.xxxx, eye, fragment.texcoord[5];
MAD newspeclook, height.xxxx, eye, fragment.texcoord[6];
DP3 specular, newspeclook,newspeclook;
RSQ specular, specular.x;
MUL specular, specular.x, newspeclook;
DP3 light, fragment.texcoord[0],fragment.texcoord[0];
RSQ light, light.x;
MUL light, light.x, fragment.texcoord[0];
TEX localNormal, newbumpcoord, texture[1], 2D;
MOV localNormal.x, localNormal.a;
MOV localNormal.z, 0.99;
MAD localNormal, localNormal, scaleTwo, subOne;
DP3 light, light, localNormal;
TXP R1, fragment.texcoord[3], texture[3], 2D;
MUL light, light, R1;
TXP R1, fragment.texcoord[2], texture[2], 2D;
MUL light, light, R1;
TEX R1, newtexcoord, texture[4], 2D;
MUL color, R1, program.env[0];
DP3 specular, specular, localNormal;
TEX R1, specular, texture[6], 2D;
MUL R1, R1, program.env[1];
TEX R2, newspeccoord, texture[5], 2D;
ADD R2, R2, R2;
MAD color, R1, R2, color;
MUL color, light, color;
PARAM darken = {0.9,0.9,0.9, 1};
MUL color, color, darken;
MUL result.color.xyz, color, fragment.color;
END
Productivity is a state of mind.
Re: Revelation Test
.. you can write ARB shaders!? I wish I could. Assembly scares me and I'd like to bring my 3DFX filter to shader model 1.4 someday.
i should not be here
Re: Revelation Test
Wish i could but sadly that one's not by me i think its based on guy named junkguy's work though.
Might be handy for those who want a working parallax shader in doom3 though.
Might be handy for those who want a working parallax shader in doom3 though.
Productivity is a state of mind.
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- InsideQC Staff
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Re: Revelation Test
Recently reinstalled Doom3 and decided to try this.
"(null) is not a valid win32 application"
Somebody needs to tell the guys who couldn't obsolete WinXP support in the compile tools fast enough that they SUCK, and SUCK BADLY.
"(null) is not a valid win32 application"
Somebody needs to tell the guys who couldn't obsolete WinXP support in the compile tools fast enough that they SUCK, and SUCK BADLY.
Re: Revelation Test
Ironically DefectiveByDesign is applied to try and convince people to switch to Linux. ahh gnu...........
i should not be here
Re: Revelation Test
I can compile a version for XP with msvc 2012
I should remember to do that every time theres a new release anyway just keep forgetting heh.
Btw i been toying with using the dmap shadow occlusion code actively instead of only while using dmap and it has some interresting results.
Objects greater than about 20 will slow down the engine to a crawl (1 fps) so i capped it at 20 and it works pretty fine for removing shadow artifacts from maps with that problem.
Quite scary to read its output actually there seems to be quite a bunch of degenerate triangles and non visible lights on small objects and with the level of detail this port is capable off its become rather annoyingly visible.
I should remember to do that every time theres a new release anyway just keep forgetting heh.
Btw i been toying with using the dmap shadow occlusion code actively instead of only while using dmap and it has some interresting results.
Objects greater than about 20 will slow down the engine to a crawl (1 fps) so i capped it at 20 and it works pretty fine for removing shadow artifacts from maps with that problem.
Quite scary to read its output actually there seems to be quite a bunch of degenerate triangles and non visible lights on small objects and with the level of detail this port is capable off its become rather annoyingly visible.
Productivity is a state of mind.
Re: Revelation Test
If someone is skilled with MFC code i could use a hand fixing up radiant + tools.
The PDA editor needs to be finished and there are a number of things in the other editors that need fixing.
The PDA editor needs to be finished and there are a number of things in the other editors that need fixing.
Productivity is a state of mind.
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- Posts: 54
- Joined: Fri Dec 09, 2011 7:04 am
Re: Revelation Test
Have you pinged Greebo, Taaaki, Orbweaver, or Grayman over at The Dark Mod forums?revelator wrote:If someone is skilled with MFC code i could use a hand fixing up radiant + tools.
The PDA editor needs to be finished and there are a number of things in the other editors that need fixing.
I know Greebo is working on a wxWidgets port of Dark Radiant, perhaps you can replace some of your code with
that.
In addition, one of our dormant coders, Serpentine is usually on the freenode IRC channel #thedarkmod.
Finally, you could also try pinging Sparkhawk, stgatilov, or Crispy (old TDM coders who rarely visit the forums)
or ping Bikerdude who might be able to get you in touch with Tels ( Tels is a disgruntled former TDM coder...).
Oh, you could also post over at:
http://idtechforums.fuzzylogicinc.com/
which is sorta a reborn version of Doom3world.org
Re: Revelation Test
Thanks m8 ill start pinging
Ive also looked into converting the BFG engine into something suitable for vanilla like vanillas pk4 support / vanillas gui / and using vanillas texture renderer etc.
it might be doable but it will be a huge project, one man has little hope of doing this by himself unless he or she is a code guru (which im not).
It might be worth it though as that would net us a modern Doom3 engine with the nessesary tools allready built in (especially if we can port the MFC bits to a crossplatform library).
Best approach might actually be taking the BFG engine and slowly work in the parts needed for it to work with vanilla. Robert Beckebans port might be a nice starting point
Ive also looked into converting the BFG engine into something suitable for vanilla like vanillas pk4 support / vanillas gui / and using vanillas texture renderer etc.
it might be doable but it will be a huge project, one man has little hope of doing this by himself unless he or she is a code guru (which im not).
It might be worth it though as that would net us a modern Doom3 engine with the nessesary tools allready built in (especially if we can port the MFC bits to a crossplatform library).
Best approach might actually be taking the BFG engine and slowly work in the parts needed for it to work with vanilla. Robert Beckebans port might be a nice starting point
Productivity is a state of mind.
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- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Revelation Test
you should ask motorsep. Steel Storm engine 2 had the exact task: converting all BFG engine features and tools to Doom3 vanilla code. And, for what I understood, he succeded!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Revelation Test
If he wants to share the code that would be nice would also benefit his work i think if we can move the tools from vanilla to the BFG engine and make them crossplatform.
Productivity is a state of mind.
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- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Revelation Test
well, I don't think he would, but at least he should have all the knowledge to help you out. He's been always so kind to reply to all my bothering questions! Infact, as you stated earlier, this could be a daunting task to perform on your own, nonetheless I think you're really good at programming (I've seen how many times you helped me out!) !
Meadow Fun!! - my first commercial game, made with FTEQW game engine