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InsideQC Forums • View topic - Revelation Test

Revelation Test

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Re: Revelation Test

Postby Spiney » Tue Jul 01, 2014 2:00 pm

Isn't the sliding simply how pixel offset mapping works? Cannot "extrude outwards" so need to "extrude inwards" ... = sliding pixels relative to surface.
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Re: Revelation Test

Postby revelator » Tue Jul 01, 2014 2:26 pm

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 :)
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Re: Revelation Test

Postby revelator » Tue Jul 01, 2014 2:30 pm

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Re: Revelation Test

Postby leileilol » Wed Jul 02, 2014 1:39 am

.. :o 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.
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Re: Revelation Test

Postby revelator » Wed Jul 02, 2014 5:36 am

Wish i could but sadly that one's not by me :S 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.
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Re: Revelation Test

Postby Dr. Shadowborg » Sat Jul 19, 2014 9:41 pm

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.
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Re: Revelation Test

Postby leileilol » Sun Jul 20, 2014 1:31 am

Ironically DefectiveByDesign is applied to try and convince people to switch to Linux. ahh gnu...........
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Re: Revelation Test

Postby qbism » Sun Jul 20, 2014 8:01 pm

TDM-gcc supports XP, as well as VS.
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Re: Revelation Test

Postby revelator » Wed Aug 06, 2014 4:05 am

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.
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Re: Revelation Test

Postby revelator » Wed Aug 06, 2014 2:10 pm

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.
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Re: Revelation Test

Postby nbohr1more » Thu Aug 07, 2014 6:58 pm

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Re: Revelation Test

Postby revelator » Fri Aug 08, 2014 2:17 am

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 :)
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Re: Revelation Test

Postby toneddu2000 » Fri Aug 08, 2014 10:55 am

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! :D
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Re: Revelation Test

Postby revelator » Fri Aug 08, 2014 11:31 am

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.
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Re: Revelation Test

Postby toneddu2000 » Fri Aug 08, 2014 12:45 pm

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!) ! :)
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