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icecoldduke

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Everything posted by icecoldduke

  1. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    Sweet :). No there isn't a difference between adding PBR via ARB2 vs GLSL. The delta in PBR vs Phong is mostly ALU(math computation), and you have a couple extra texture lookups, which is easily supported by ARB2.
  2. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    I know how to code SSS, the issue is doing it in a codebase that's closed source. If Prey or Quake 4 was open source I could pretty easily add SSS. Let me know if you need any help, I'd love to see proper PBR textures for these games. EDIT: Does Quake 4 support custom interaction shaders on a per material basis?
  3. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    Currently the specular red channel is being used for roughness, and the metallic is set to 0.5. The shader can be easily modified so specular red channel is roughness and specular green channel is metallic. So to be clear, this works in vanilla Doom 3, vanilla Quake 4 and vanilla Prey.
  4. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    Thanks :). What needs to be done is someone needs to create PBR textures for everything. The faces can be fixed by either setting a black texture for the specular texture or creating proper PBR textures. I updated the OP to include shaders for Prey and Doom 3. Prey I'm not sure why they have 5 or 6 different interaction programs, I simply replace them all(which is probably not correct), but it works.
  5. icecoldduke

    Heretic 2 source code recreation effort

    Added HD Particle Effects billboarded sprites, and fixed transparency. https://www.youtube.com/watch?v=3_m50LaCvg0
  6. icecoldduke

    Heretic 2 source code recreation effort

    Added realtime lights to items and spells. https://www.youtube.com/watch?v=8r8aMHZ7NME
  7. icecoldduke

    Heretic 2 source code recreation effort

    I spent a lot of time thinking about this, and it is the best approach. You have a one time annoyance, and the end result is the tech is easier for me to develop, and easier for everyone to make new content for.
  8. icecoldduke

    Heretic 2 source code recreation effort

    removed.
  9. icecoldduke

    Heretic 2 source code recreation effort

    The particles now render. Its still not quite correct, but at least they render now. https://www.youtube.com/watch?v=d6JitnqC7ns
  10. icecoldduke

    Heretic 2 source code recreation effort

    I didn't realize this forum doesn't auto downsize images for some people, so what is the recommended way to post images on this forum?
  11. icecoldduke

    Heretic 2 source code recreation effort

    Updated progress video: This video shows the new lighting system in the game, hd textures, character lighting basically were I'm at right now. The overblown spec textures you see are the result of a bug with the non hd textures. https://www.youtube.com/watch?v=OuwIuk-FkNs
  12. icecoldduke

    Heretic 2 source code recreation effort

    I finished up somemore textures. I'm not a artist by any means, I'm hoping someone better can come in and do some more hi res stuff properly. I never realized how much yellow there is in this game haha.
  13. icecoldduke

    Heretic 2 source code recreation effort

    I have made some progress on lighting and tools. I have modified q3map2 and q3radiant to load and create maps for the new renderer. In this screenshot, I'm q3map2's deluxel lighting. I currently have one hi-res texture, which is why you only see bump maps on that surface.
  14. icecoldduke

    Heretic 2 source code recreation effort

    Yes it works with the original 1.6 quake2.dll
  15. icecoldduke

    Heretic 2 source code recreation effort

    I have fixed the issues with our h2common.dll, I have enabled the project in the compile process by default. That means as of now the only dll we are missing code for is quake2.dll.
  16. icecoldduke

    Heretic 2 source code recreation effort

    Has there ever been any Heretic 2 HD texture packs? If not, does anyone have any bandwidth to start creating one?
  17. icecoldduke

    Heretic 2 source code recreation effort

    I have uploaded source code. https://github.com/jmarshall23/Heretic2
  18. icecoldduke

    Heretic 2 source code recreation effort

    Ht2Toolkit_v1.06.exe All of my code references variable types/structs and even code inside of the qcommon/client/ref_commmon folders. You can see when I release it, but to be on better legal ground I might have to write ref_gl from scratch(I planned on doing this anyway using D3D11 or Vulkan), but I still wouldn't be able to use GPL.
  19. icecoldduke

    Heretic II Problems

    I can now actually make a post, I started this thread. https://www.doomworld.com/vb/everything-else/93114-heretic-2-source-code-recreation-effort/
  20. icecoldduke

    Heretic II Problems

    I have begun working on doing just this, I wanted to create a new thread for re-creating the Heretic 2 source code, but I can't since I'm a new member. If anyone is interested here is a link to my project on the duke4 forums. https://forums.duke4.net/topic/9169-heretic-2-source-code-recreation-effort/page__pid__272282#entry272282
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