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InsideQC Forums • View topic - Doom 3 engine release and game code

Doom 3 engine release and game code

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Re: Doom 3 engine release and game code

Postby revelator » Wed Jul 04, 2012 6:17 pm

Oh btw tonnedu doom3 is actually quite capable of doing outdoor areas :) but i suspect really large maps would work better with megatextures (yes doom 3 has them but its an old version and it cannot do stuff as large as rage) theres a megatexture mod out there you could try loading up in doom3 but its not compatible with the latest patch (it runs but vehicles are broken) try it out for some outdoor fun :).
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Re: Doom 3 engine release and game code

Postby revelator » Wed Jul 04, 2012 6:29 pm

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Re: Doom 3 engine release and game code

Postby revelator » Thu Jul 05, 2012 7:56 am



Since my mod is so big i created it as a torrent for those who would like to try it out :)
Warning you cannot run this on a mobile device not even on a laptop unless its one of the serious gamer versions.
Forget everything about intel onboard gfx cards this will only run decent on recent nvidia or ati cards the detail will knock your socks of though :)

It still has a few bugs but it works decently enough now that you might only notice if you really look close (hint rock textures especially one type of sharprock).

It has screen space ambient occlusion but its better to leave that option off as its rather buggy (mainly because the guy who made the mod had to hack around the limitations of the arb2 shader system to create the depth texture).

theres also a cellshading option but it looks weird but some might like it i leave it off normally.

The doom3 menu was replaced with a new menu which allows setting 16/9 resolutions and is generally much higher quality than the old one. It still needs a little work in places as it sometimes hangs if you let
the demo at start run to finish, else it works fine. Theres a submenu called FX menu at the bottom where you can toy with the different sikkmod settings.

Small list of sikkmods options are
depth of field types.
color grading (Lut / Math) Lut is genrally faster but might not work well everywhere.
sunshafts.
lensflares.
HDR lightning.
Bloom.
SSAO and SSIL. SSAO is a bit broken you can try it out though but some scenes get a weird box effect at large distances.
Movement blur.

Important.
If you want max detail set your resolution to the max your monitor can handle then go to the advanced tab in the system menu and set texture quality to very high.
save and doom3 will reload the renderer automatically (probs of the new menu).

Use HDR and SSIL not SSAO as its buggy enable whatever else you like in the FX menu besides maybe the cell shader and then start a game, you might not recognize doom3 hehe :P.
Parralax mapping is on by default but there are other types you can toy with in the glprogs folder (there all for parralax mapping besides the folder called relief) if you want to try relief mapping you need to drag the pak004.pk4 over the normal2depth tool in the base folder and let it run till it finishes. then copy the interaction and test.vfp from the relief folder to the base of the glprogs folder and start a new game, relief should now be on.

Warning POM is very GPU intense tbh it rivals crysis in regards to requirements but the detail speaks volumes about why. It might fry your gfx card though if its not somewhat recent (im not going to tell you how you can do it im not that evil :twisted: but with some tweaking you can bring even two 560 GTX ti in sli to there knees with this pack hehe believe me i tried :mrgreen: ) better not to go beyond that point as my gfx card temps where reading 120" after 20 secs ouch and they are watercooled :shock:
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Re: Doom 3 engine release and game code

Postby toneddu2000 » Thu Jul 05, 2012 8:44 am

Hey thanks reckless for the torrent! I appreciate all your efforts! I see sunshaft effect in the features list. So could it be possible to create a sunny outdoor scene with smoothed sun light? Gonna download it! :D
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Re: Doom 3 engine release and game code

Postby revelator » Thu Jul 05, 2012 8:52 am

Yup :) and feel free to dissect the pk4's if you like a look at the materials but be aware the last two are compressed heavily as the uncompressed textures in them are 1024x1024 (original are 256x256) theres about 10 gigs of highres textures in them. You can use 7zip to open them :)
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Re: Doom 3 engine release and game code

Postby Barnes » Thu Jul 05, 2012 9:37 am

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Re: Doom 3 engine release and game code

Postby revelator » Thu Jul 05, 2012 10:21 am

i Think the author allready used whatever optimization possible in the arb2 shaders :) but i suspect you ment in the engine render code ?.
Some of the shaders could use a lookover though.

Btw i just had a very large eye popper when looking at parts of doom3's image code...
Tenebrae uses allmost 100% identical code in a lot of places only diff is C++ -> C functions which in tenebrae uses C counterparts.
Did some of the code exist in Quake 3 allready so they could rip it from there ? or did the doom3 sdk include some of the renderer :shock:
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Re: Doom 3 engine release and game code

Postby Spike » Thu Jul 05, 2012 11:07 am

I believe tenebrae predates quake3's source release, as well as doom3 (commercial) release.

Quake's source included a (buggy, slow) tga loader.
There's only so many ways an image loading library can be used, generally from tutorials.
Convergent evolution, I suppose.
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Re: Doom 3 engine release and game code

Postby Barnes » Thu Jul 05, 2012 11:32 am

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Re: Doom 3 engine release and game code

Postby revelator » Thu Jul 05, 2012 11:38 am

Hmm cannot remember when the Q3 source went opensource but im fairly sure it was before tenebrae :)
though i remember the lead programmer charles hollemersh got drafted for quakewars so maybe ID adopted some of his code :)

Not sure what you ment with the image loader ? doom3 uses a rather old version of tga also (modified version 1) so it might benefit from the somewhat better version 2 which doesnt need hacks for flipped tga's since its allready part of the code.
So theres much room for improvement even in Doom3 :) the shaders could probably also do with an overhaul like mh pointed out earlier moving the vertex instructions to the fragment chain instead.
And if the glslang backend ever gets finished it would be an engine that could probably go toe to toe with most of the newer engines. :P
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Re: Doom 3 engine release and game code

Postby revelator » Thu Jul 05, 2012 11:40 am

Engine work mostly though i done a bit of material work also besides rearranging a few things in sikk's original mod :)
So no the shaders are not from me sadly.
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Re: Doom 3 engine release and game code

Postby revelator » Thu Jul 05, 2012 12:10 pm



unzip this in doom3's base folder and remove the zpak00x.pk4's (not compatible with the glsl backend) then write r_renderer glsl in the console hit enter and have a look at doom3 with glsl :)
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Re: Doom 3 engine release and game code

Postby revelator » Thu Jul 05, 2012 6:28 pm

Manged to cut size down by a lot while adding more detail even :) but im noticing a bug and im not sure if its from the textures or from the parralax feature. Im getting something that looks like an envmap effect on some of the rock textures Oo removing the parralax shader fixes it it seems but it works fine with dooms own textures just not very detailed :S so im inclined to believe it might be a buggy texture ?.
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Re: Doom 3 engine release and game code

Postby nbohr1more » Thu Jul 05, 2012 6:44 pm

If you are looking for a true integration of Sikkmod features into the Id Tech 4 source code,
Sikkpin's WIP Git repo can be found here:

https://github.com/Sikkpin/Feedback
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Re: Doom 3 engine release and game code

Postby revelator » Thu Jul 05, 2012 10:19 pm

I integrated his game dll changes with the doom3 code but not being a shader artist im not sure what he would need besides the obvious access to stuff which the old arb2 renderer cannot do unless hardcoded :S
If he wants a go at the glsl backend im working on hees welcome to use it :) its far from done though (atm only works on unmodified doom3 so no mods etc).
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