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Tweaked SikkMods Parallax Occlusion mapping and used in DHEWM3 #337
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I found that the 'upgraded' interaction shader actually does not play nice with gui models. Someone can drop a line If there is need for the other things i did in DHEWM3 , and i will put in time to make a pr.
H. |
The screenshot doesn't look bad at all! However, at least right now I'd be a bit hesitant about merging GLSL support and graphical improvements, for several reasons:
On the other hand, I'd really love to have ImGUI support, that'd be super handy both for crossplatform tools (I once implemented the Light Editor for D3BFG with ImGUI) and to implement a better settings menu that can be easily enhanced with new options that dhewm3 offers and original Doom3 didn't (so the original menu doesn't have them). 4K fixes for the Tools definitely sound useful; I'd probably merge them very soon. Cheers, |
Bgfx would be very nice to have. I was surprised how easy it was to use in IoQ3. (but that probable is because of the well made pre-make setup). Also it would make compiling dhew3 to wasm a bit more easy. About collada: Blender support: I will create a pr for the 4k fixes soon. ! |
GLTF is becoming the standard interchange format for 3D models. |
The good thing about my DAE implementation is that it just works and you don't need to whole Assimp monster in your project. You can export it from Blender and even 8 years later without changing the implementation in RBDOOM you have the model ingame including proper material setup. However the problem comes down with editors. DarkRadiant doesn't support DAE. It's no problem if you want to use the D3Radiant as it is. Turol is also right with the assumption that glTF 2 becomes the new standard interchange format. Probably all new engines by graphics programmers who write a renderer from scratch use it. glTF 2 also comes with a regression library where you can test your importer against it. It is very likely that I will write support for it in RBDOOM-3-BFG and TrenchBroom this year. But HarrievG also has a point. It is tedious work to use ASE/LWO with Blender because those formats are really outdated and it just sucks if you want to use the newest bleeding edge Blender version and your custom scripts break every 6 months. That was the main reason to write the DAE importer because it was maintained by the Blender devs and it is faster than the alternatives because it uses C++ instead of Python. |
Aren't there simpler formats to replace ASE/LWO (which are only used for static meshes in Doom3, AFAIK)? |
OBJ is good enough if you don't need vertex colors so you can't do any terrain blending like in those hell maps. Justin added OBJ support to his IcedTech port: https://github.com/jmarshall23/IcedTech/blob/master/code/Engine/model/Model_obj.cpp |
On ModelFormats: Thanks for the input guys! After reading the comments here (thx again) my plan is to update my https://github.com/HarrievG/d3wasm/tree/upstream branch with the changes above but in a flexible way: I will do this step by step, so that it will be possible to integrate each item mentioned seperately, or have the easy choice of not taking it. This will all take some time, so keep an eye out on my upstream branch if you want to know where i am at. I think it will take me a couple of weeks , tops , to get it in. There are some things i am encoutering which i cannot take out easily (its more like putting it back) without breaking my build. i will mark them so it can be discussed ( maybe fix some errors on my side ?! :P ) Thx all! Lets see where we can take this :) |
Oh i mean , all the debatable stuff is behind options, the dpi awereness will go in as default ;) |
My first pull request with only DPI/4K fixes is out |
Hi @DanielGibson
I have been working with dhewm3 for a while now and have made some fixes (mostly in Tool land to support 4k / dpi awareness)
Now that i have fixed up the editors i started looking at materials, and found that with little tweaking, SikkMods pom method looks great and is very usable as a default interaction shader
I want to share an 4k screen compare with you, in case you would like to add my modified shader to the code base.
IMHO , since one of the goals of this repo is to get an awesome engine starting point, on which you can develop further, it might be valuable for others.
Besides the editor fixes, (which don't seem that important or difficult) i have extended the QGL implementation with a minimal subset to be able to use and compile GLSL without completely rewriting the backend.
I did this so i could run the original DHEWM3 impl with ARB , but still have IMGUI with GLSL at the same time. which works beautifully.
I expect not all is wanted upstream, so let me know what you want 👍
compare:(4k!)
www.vrknight.eu/d3compare
With kind regards,
Harry
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