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icecoldduke

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Everything posted by icecoldduke

  1. icecoldduke

    MegaLight - WIP MegaTexture Lighting Tool

    Here's a new video showing off my current MegaTexture progress.
  2. icecoldduke

    MegaLight - WIP MegaTexture Lighting Tool

    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.
  3. icecoldduke

    MegaLight - WIP MegaTexture Lighting Tool

    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
  4. icecoldduke

    MegaLight - WIP MegaTexture Lighting Tool

    The screenshots show a 32768x32768 MegaTexture in Doom 3, this is the same resolution as the MegaTextures in Enemy Territory Quake Wars.
  5. icecoldduke

    Radiant.NET

    Hey, I probably should condense down the various things I'm doing into a single thread, but I wanted to get some feedback on my DoomEdit modifications I'm making for my branch. I'm porting the front end of the in game editor over to C# from MFC, and in the process fixing up the user interface. I'd like to get some feedback(good or bad), and just curious on your thoughts.
  6. icecoldduke

    Radiant.NET

    Couldn't agree more there. The fog was only on by default because I need to add a atmosphere control dialog, and save that stuff in the worldspawn, and pass it down to the shader, once that's done its completely controllable by the user. Thanks for the feedback :).
  7. icecoldduke

    MegaLight - WIP MegaTexture Lighting Tool

    A quick new screenshot showing some modifications I've made to MegaBake, also added MSAA.a
  8. icecoldduke

    MegaLight - WIP MegaTexture Lighting Tool

    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.
  9. icecoldduke

    MegaLight - WIP MegaTexture Lighting Tool

    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.
  10. icecoldduke

    MegaLight - WIP MegaTexture Lighting Tool

    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?
  11. Hey, Today I created a simple PBR shader for Quake 4, uploaded a comparsion video and the source code for it here: https://www.youtube.com/watch?v=0uyGz2CWoP8 Interaction Shader(including CG source) for Quake4/Prey/Doom 3 here: https://github.com/jmarshall23/idtech4_pbr The data needs to be changed pretty drastically to make it look good all over the game(there are issues since the game was originally designed for phong based lighting). I'm not sure how much more I can do, since the game isn't open source, but I figured I would upload it here anyone and see what your guys's thoughts are.
  12. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    Committed a quick fix, the BRDF contribution is now multiplied by the light attenuation/falloff images, and metallic is no longer hardcoded. The specular image is now used as R=Roughness and B=Metallic.
  13. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    Also in theory you can rename my interaction.vfp program to interaction_pbr.vfp and use add program interaction_pbr.vfp to materials you want to have PBR.
  14. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    I uploaded a quick Prey playthrough with my shader enabled.
  15. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    We can't expand the material system without source code to the renderer, which we have for Doom 3, but not for Quake 4 and Prey. For those two games we can probably add metallic by disabling RXGB compression in Quake 4 and Prey, and attaching the metallic as the alpha channel for the normals. Not sure yet about SSS. I still think the best way forward for all three games is just to modify the specular textures to match the R=Roughness, B=Metallic, G=SSS. All textures are going to have to touched in a proper PBR pass anyway.
  16. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    In Doom 3 adding another texture isn't difficult, however I was hoping for a solution that would work in Quake 4 and Prey as well
  17. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    So couple issues with just using vanilla D3/Quake 4 and Prey with SubSurface scattering. A good portion of their specular maps actually have the same thing in all three channels, and with DDS compression, there specular is condensed down to a single channel in some cases. Were going to need another place to piggy back SSS on too, or someone has to modify all the spec maps.
  18. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    Yeah send those over(would be good to test the current PBR implementation with proper PBR assets), but to test SSS I'd need more of a humanoid head.
  19. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    I really liked Prey multiplayer, it's always been my hope that the game would be open sourced and we could do a proper visual upgrade to bring back some multiplayer interest. Maybe that might happen with the PBR shader. I might be able to do a proper SSS shader with whats exposed. If you can create some subsurface assets for one of the faces, I'll see if I can add SSS support with what's exposed by the default engine.
  20. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    For Doom 3 here is the modified interaction.vfp that supports roughness as specular red channel and metallic as speculator green channel. Let me know how this works for you, and I'll make the change in my repository for all platforms. If anyone wants the change before I do the update. In interaction.vfp change: float4 metallic = 0.5; float4 roughness = tex2D( specularImage, To: float4 specTex = tex2D( specularImage, specularST ); float4 roughness = float4(specTex.r, specTex.r, specTex.r, specTex.r); float4 metallic = float4(specTex.g, specTex.g, specTex.g, specTex.g); Heres the Doom 3 interaction.vfp https://pastebin.com/xbueBENV
  21. 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.
  22. 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?
  23. 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.
  24. 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.
  25. This guy has to be trolling, he hasn't come back to defend his position. However you don't need a 4k PC to play modern PC games at a good framerate. You can buy a good one for about $1500.
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