icecoldduke Posted February 3, 2019 (edited) Hey, I created a lightmapper for MegaTextures called MegaLight. MegaLight bakes a 16,384x16384 lightmap in under a minute. MegaLight uses DirectX 12 Raytracing. The MegaTexture compiler combines the lightmap and the albedo to form the final MegaTexture. Edited September 1, 2019 by icecoldduke 6 Share this post Link to post
icecoldduke Posted September 1, 2019 (edited) I added a video to the original post to show off the tech in game, thoughts? EDIT: As a side note I was hoping to delete the image I originally uploaded(because its garbage), is there a way to do that? 0 Share this post Link to post
icecoldduke Posted September 5, 2019 (edited) Another quick video showing off my megatexture light bake tool. The shadows on the terrain are NOT realtime and are baked into the megatexture using my MegaLight tool. Edited September 5, 2019 by icecoldduke 0 Share this post Link to post
Dark Pulse Posted September 6, 2019 So it's baked into the texture, but it won't interact on the player/monsters/objects, correct? If so that's great for distant terrains and stuff the player can never reach, but it'll fall apart immediately if they can be in that area since the (otherwise) unifited lighting and shading will kind of give it away if it's bright/there's other light sources/etc. 0 Share this post Link to post
icecoldduke Posted September 6, 2019 9 hours ago, Dark Pulse said: So it's baked into the texture, but it won't interact on the player/monsters/objects, correct? If so that's great for distant terrains and stuff the player can never reach, but it'll fall apart immediately if they can be in that area since the (otherwise) unifited lighting and shading will kind of give it away if it's bright/there's other light sources/etc. I'll have shadow mapping on top of the baked megatexture shadows that will take care of the dynamic objects such as player/monsters/etc. 0 Share this post Link to post
icecoldduke Posted September 6, 2019 (edited) A quick new screenshot showing some modifications I've made to MegaBake, also added MSAA.a 1 Share this post Link to post
icecoldduke Posted September 17, 2019 The screenshots show a 32768x32768 MegaTexture in Doom 3, this is the same resolution as the MegaTextures in Enemy Territory Quake Wars. 0 Share this post Link to post
Gez Posted September 17, 2019 Looks great, it's just too bad there's basically nobody who mods Doom 3 anymore so I don't see this getting much use. 0 Share this post Link to post
Doommarine_maxi Posted September 17, 2019 1 hour ago, Gez said: Looks great, it's just too bad there's basically nobody who mods Doom 3 anymore so I don't see this getting much use. There's some people doing mods and working in some standalone projects with the engine. I already can think in four people doing some standalone projects with the Doom 3 engine right now. 0 Share this post Link to post
-TDRR- Posted September 18, 2019 Man, this would be awesome for classic Doom. Not as much Doom 3 as it already has pretty cool shadowing, but this is great for outdoor areas since spamming lights is a lil bit laggy outdoors. Only issue with classic Doom is that you'd have to make a map for every single wall, but it would be really cool anyways. (yeah i know K8Vavoom does this but it's nice to have full control over the end result, like editing it in Paint or something) Anyways, this is neat. Interested to see whatever comes out of this. (Doom 2016 in Doom 3 amirite?) 0 Share this post Link to post
snapshot Posted September 18, 2019 (edited) Looking good. How do you create large landscapes like these? meshes? heightmap? On 9/1/2019 at 8:44 PM, icecoldduke said: As a side note I was hoping to delete the image I originally uploaded(because its garbage), is there a way to do that? You select it and hit del or backspace while editing the post. Edited September 27, 2019 by tempdecal.wad 0 Share this post Link to post
icecoldduke Posted September 18, 2019 3 hours ago, tempdecal.wad said: Looking good. How do you create large landscapes like these? mesh? heightmap? I added the ability to import heightmaps into the engine. To create the megatexture, I created a tool called MegaGan. In a megaproject you define your megalayers and in each megalayer is a albedo texture and a grayscale mask, then you just type megagen [megaproject] [resolution] then you get your megatexture asset Then you run megalight on the map Then you run makemegatexture and you got a megatexture 1 Share this post Link to post
icecoldduke Posted September 19, 2019 Here's a new video showing off my current MegaTexture progress. 0 Share this post Link to post
icecoldduke Posted September 27, 2019 So I'm switching over to virtual texturing instead of using clipmapping for MegaTextures, but I've uploaded the megatexture code only to my github. This code WILL NOT compile out of the box(remember I'm using vanilla with a bunch of BFG code integrated over), but this code will have an easier time compiling in the BFG edition out of the box. If anyone wants it, here it is. https://github.com/jmarshall23/Doom3MegaTexture 1 Share this post Link to post
Doommarine_maxi Posted September 27, 2019 22 minutes ago, icecoldduke said: So I'm switching over to virtual texturing instead of using clipmapping for MegaTextures, but I've uploaded the megatexture code only to my github. This code WILL NOT compile out of the box(remember I'm using vanilla with a bunch of BFG code integrated over), but this code will have an easier time compiling in the BFG edition out of the box. If anyone wants it, here it is. https://github.com/jmarshall23/Doom3MegaTexture YES YES YES YES YES YES YES 0 Share this post Link to post