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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 » Sat Jul 14, 2012 12:34 am

Not using pom myself :) i use the offset limited one and agree better versions exist now.
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Re: Doom 3 engine release and game code

Postby Barnes » Sat Jul 14, 2012 7:57 am

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Re: Doom 3 engine release and game code

Postby revelator » Sat Jul 14, 2012 3:21 pm

Thanks barnes :)

Hmm its the same ?

if(!image->parallaxScale){
scale[0] = r_parallaxScale->value / image->width;
scale[1] = r_parallaxScale->value / image->height;
}
else
{
scale[0] = image->parallaxScale / image->width;
scale[1] = image->parallaxScale / image->height;
}

oversight ?
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Re: Doom 3 engine release and game code

Postby motorsep » Sat Jul 14, 2012 5:22 pm

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Re: Doom 3 engine release and game code

Postby Barnes » Sat Jul 14, 2012 10:32 pm

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Re: Doom 3 engine release and game code

Postby revelator » Sun Jul 15, 2012 4:37 am

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Re: Doom 3 engine release and game code

Postby revelator » Sun Jul 15, 2012 3:46 pm


for info on shaders/materials the ID tech 4 engine can handle.
Might help some people :)
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Re: Doom 3 engine release and game code

Postby bugmenot » Sun Jul 15, 2012 9:14 pm

Just to clarify things with ssao and the depth buffer stuff. In sikkmod, I had to render there scene again, overriding each surface material with a global material that would spit out an encoded view space depth. This is why alpha tested/blended surfaces have their whole surface opaque in this depth render causing ao contributions where there shouldn't be. If you didn't touch the ssao material, then it's most likely still using this depth render hack instead of the depth buffer which is why you have dark outlines around your heathaze surfaces. Regardless, the ssao shader that is in sikkmod won't work with the depth buffer.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Jul 15, 2012 9:39 pm

Sikkpin i presume ? :)

aye its your old version from sikkmod 1.2 not the one from your work on doom3 itself (still cannot get the darn thing to run :P )

I figured i couldnt use your sikkmod shader if i implemented it engine side but thanks for the warning :)

Welcome Btw did you get hold on any of the other admins here ? since i see you are using the bugmenot acc.
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Re: Doom 3 engine release and game code

Postby bugmenot » Sun Jul 15, 2012 10:10 pm

Yeah, I should have signed that post to avoid confusion. And, no, I haven't talked to any admins but I'll just leave this here in case one a happens by:

email: sikkpin at hotmail dot com.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Jul 15, 2012 11:05 pm

Ok m8 :) ill see if i can wake one of them if not :mrgreen:
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Re: Doom 3 engine release and game code

Postby Dr. Shadowborg » Mon Jul 16, 2012 5:22 pm

I've set Sikkpin up an account. He should keep an eye out for a mail from prismrifle, as it contains his password. ;)
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Re: Doom 3 engine release and game code

Postby Sikkpin » Mon Jul 16, 2012 6:21 pm

Thank you. Got the email. Everything works, obviously. A very fitting password I was given. ;)
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Re: Doom 3 engine release and game code

Postby revelator » Mon Jul 16, 2012 8:05 pm

Welcome m8 :)
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Re: Doom 3 engine release and game code

Postby mh » Mon Jul 16, 2012 9:36 pm

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