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InsideQC Forums • View topic - What are you working on?

What are you working on?

Discuss anything not covered by any of the other categories.

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Re: What are you working on?

Postby jim » Wed May 14, 2014 2:59 pm

Thanks. Projectiles.. the current effects are placeholders, and for some the trail is just way too long. I'll eventually make them from models or sprites. Maybe some projectiles would appear more beam like and follow player's movements/v_angle. Maybe it would fit for the E-Blade and Laser Rifle.
zbang!
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Re: What are you working on?

Postby Spirit » Wed May 14, 2014 6:21 pm

Wrote a quick and dirty script to automatically and regularly fetch Quake source code repositories: https://github.com/SpiritQuaddicted/quake-code-archives

Tell me about more public repositories or even better, add them to the lists for me.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: What are you working on?

Postby scar3crow » Wed May 14, 2014 8:38 pm

I reopened a map I started 6 years ago. I am currently weeping over the brushwork. But I only have one room left to go technically...
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Re: What are you working on?

Postby qbism » Thu May 15, 2014 3:53 am

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Re: What are you working on?

Postby Tr3B » Sat May 17, 2014 10:04 am

I have added soft shadow mapping to the Doom 3 BFG edition recently.

You can get it from

old hard stencil shadows

Image

new soft shadow mapping

Image
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Re: What are you working on?

Postby scar3crow » Sat May 17, 2014 7:09 pm

Looking nice Tr3B. I'd like to see that in action for the segment where you are following the glowing specimen chamber through the corridors.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Re: What are you working on?

Postby qbism » Sun May 18, 2014 5:43 am

Looks like soft shadows also have longer 'range'? That pic adds shadows from the grates (very nice!) and a dark shadow on lower leg maybe from the clipboard.
Apparently FPS remains strong.
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Re: What are you working on?

Postby dwere » Sun May 18, 2014 4:17 pm

As far as I can see, self-shadowing is forced, that's why there are additional shadows on the legs, on the chest, etc. It was disabled for many models (notably human characters) in the original game.

Screenshot looks very nice. The only thing I'm worried about is the possibility of the "real" shadows from grates interfering with the old "fake" ones.
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Re: What are you working on?

Postby goldenboy » Tue May 20, 2014 5:58 pm

It seems to mess with the intended lighting.

They put cubemapped / textured lights wherever they wanted these grates to cast shadows. If some grates don't have shadows, I assume it's intentional on the part of the artists.

The game was simply not made with shadowmaps in mind; adding them has some weird side effects such as plunging Doomguy's face and half his legs into shadows here.

Question of taste I guess.
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Re: What are you working on?

Postby Spike » Tue May 20, 2014 6:54 pm

stencil shadows cannot cast through alpha-tested surfaces. either the _volume_ is shadowed, or it isn't. you'd need to generate geometry for the holes, which would be expensive. its not a case of whether the grates were intended to cast shadows or not, the engine was basically incapable of doing it.
the stuff with the dude looks like the new engine no longer supports whatever no-self-shadow flag doom3 had. stencil buffer or shadowmap, the algorithm should basically be the same (generate ss shadows, draw nss surfaces, add nss shadows, draw ss surfaces. hurrah for updaing 12 sides of a cubemap...).
so that part should at least be fixable.

grates/alpha-tested surfaces casting shadows will make an already-dark game even darker. might need to be restricted to custom/adapted content. I guess it depends how many other lights there are.
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Re: What are you working on?

Postby jim » Tue May 20, 2014 7:14 pm

Maybe self shadows could be only 50% dark of what they are now?
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Re: What are you working on?

Postby dwere » Tue May 20, 2014 7:25 pm

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Re: What are you working on?

Postby leileilol » Tue May 20, 2014 7:36 pm

Give how low poly Doom3 was, self shadowing would look very poppy and hard. Q3A had self-shadowing with cg_shadows 2 and it looked kind of horrendous.

Then again Shadowmap self shadowing also has its share of problems. I'm kind of sick seeing windowblind patterns scattered across arms and faces and the like because of a speed-based depth compromises.
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Re: What are you working on?

Postby goldenboy » Tue May 20, 2014 9:22 pm

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Re: What are you working on?

Postby dwere » Tue May 20, 2014 10:01 pm

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