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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Thu Oct 27, 2011 7:21 pm 
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Someone was asking about this project so I've uploaded the files and updated the links in the first post.

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Fri Oct 28, 2011 6:55 pm 
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cool, but how did you got good performance back then in 2005? It still makes some lagging-ish sometimes. I know it's a tech demo, but it's hilarious.

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Fri Oct 28, 2011 8:34 pm 
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And I must say, a lot of Quake3 engine based games still look incredibly better than this map.


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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sat Oct 29, 2011 3:47 am 
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A time demo game me ~22.4fps.

Baking permanent shadows (like Quake 1/2/3) & using real time would be awesome in the D3 engine. Would help outdoor scenes a lot.

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sat Oct 29, 2011 4:38 am 
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This thing ran really good before we started texturing everything. I think if you took all the textures and combined them into an atlas you could get the performance back without doing anything else.

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sat Oct 29, 2011 11:06 am 
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@The happy friar: you can use a decal 'soft shadow' material and put it where the shadow volumes are cast. The shadows will be correct, but the weapons/models won't recive shadows since the light it's not casting them in fact. (I presume that you disabled the shadows cast later, right?)

This is great for static lights. Dynamic are another world.

Texture atlas is another option and the use of detail maps.This is not a usable material, it's just the stage:

blend bumpmap
{
map textures/detail/detailmap_metal.tga
scale 4 , 4 // (whatever scale depending of your texture size) (Works like a tile)
}
(you can mix the two normal maps, detail + yourmap)

edit: Ok, I was bored and I made a little performance fix for the project. Ofc it just has performance in mind:

Just extract it on your 'euro' folder

http://www.2shared.com/file/W-eQYdu8/maps.html

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sat Oct 29, 2011 12:28 pm 
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rich_is_bored wrote:
This thing ran really good before we started texturing everything. I think if you took all the textures and combined them into an atlas you could get the performance back without doing anything else.


What's funny is that the timedemo actually had lower performance then when I was playing. Even recording the demo cut my speed by 1/2. I haven't looked, but maybe lowering the texture res would help too.

=FF=Sturm wrote:
@The happy friar: you can use a decal 'soft shadow' material and put it where the shadow volumes are cast. The shadows will be correct, but the weapons/models won't recive shadows since the light it's not casting them in fact. (I presume that you disabled the shadows cast later, right?)



Thanks for the file, I'll give it a shot.

The lightmaps+RT idea I got from BerserkerQ2. It uses pre-compiled Quake 2 lightmaps and it uses real time lights. It makes outside scenes look very good because you can do the colored ambient light, sun light, etc. and use the RT stuff for weapon projectiles, lights that would interact with entities, etc (that engine mod has unified lighting like D3).

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sat Oct 29, 2011 2:08 pm 
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Ok, but what I was sayin it's that really nothing special is going on in that map, so it's clearly an engine limitation. Yea I know I look like some troll who's posting around here to bash Id engines, but probably it's just the frustration of not being able to talk about those things something like 5 years ago.

I'm not sure if my memory serves well, but I can't remember huge textures in this project to justify a downres...

The problem it's not on the design, It's probably just about some engine limitations that are there cause Idtech4 was programmed with one target, and one target only: do cool Doom3 maps.

The Happy Friar wrote:
The lightmaps+RT idea I got from BerserkerQ2. It uses pre-compiled Quake 2 lightmaps and it uses real time lights. It makes outside scenes look very good because you can do the colored ambient light, sun light, etc. and use the RT stuff for weapon projectiles, lights that would interact with entities, etc (that engine mod has unified lighting like D3).


Now that sounds epic!


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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sat Oct 29, 2011 6:44 pm 
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I do agree that many Q3A *MAPS* can easily look better then this map. Like you said, engine limitation. :) Baking speeds things up sooooo much. D3's physics also does a lot I'm sure.

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sun Oct 30, 2011 1:04 am 
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it's funny how this tried to prove that d3 could render hl2 like scenes, while the scene being rendered here has way more polys than any hl2 map from valve, and we are still 7 years after the fact discussing if the engine is capable or not... let me say that DOOM 3 CAN DO IT TOO! :lol:

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sun Oct 30, 2011 8:02 am 
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Just play some rounds of Hexen:Edge of Chaos, ofcourse D3 can do HL2 type scenes, come on.

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sun Oct 30, 2011 11:25 am 
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Doom 3 with a few updates, mods and graphical oriented maps can do better stuff that even some current games stuff. Mw3 and Bf3 proof it (common, look at the screens...). You can make some cool outdoors with dynamic effects just by sculpting cool terrain models.
Also the scene was over 600.000 polys with stencil shadows casted... srly.

The main problem is that it takes so much time to make something really outstanding, not like other game engines where you Click and Drag details...

Just take a look to this old screen I made with my current project, it's a shader test:
http://media.moddb.com/images/mods/1/14 ... nalyty.jpg

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sun Oct 30, 2011 1:44 pm 
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Well, with changing the engine or modding it nearly is limitless: look at Prey, ETQW, Brink, etc.

As it stand right out of the box it's tough, but once you get modding it's almost limitless. I've done experiments too, I've made models that react like the plants in Crysis. I made a player controllable "hamsterball" last week. :) Didn't even crap open Blender, all scripting & editor work. :)

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 Post subject: Re: Test-Build 4 Video AND Files *UPDATED*
PostPosted: Sun Oct 30, 2011 9:02 pm 
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=FF=Sturm wrote:
Doom 3 with a few updates, mods and graphical oriented maps can do better stuff that even some current games stuff. Mw3 and Bf3 proof it (common, look at the screens...). You can make some cool outdoors with dynamic effects just by sculpting cool terrain models.
Also the scene was over 600.000 polys with stencil shadows casted... srly.

The main problem is that it takes so much time to make something really outstanding, not like other game engines where you Click and Drag details...

Just take a look to this old screen I made with my current project, it's a shader test:
http://media.moddb.com/images/mods/1/14 ... nalyty.jpg


Quake 1 with additional code did what Doom3 featured several years later. Windows solitaire with additional code can do Stencil shadows. That does not mean Quake 1 can do bump mapping, or win solitarie can do per pixel lighting in the first place.


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