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adam|zeliasz
03-20-2003, 06:40 PM
Does anyone know how the texture passes will work in Doom III? Im developing a mod and would like to know the texture passes.

I have read that the engine will take a hi rez model and create a "bump" map for the low rez mesh; utilizing all the detailed in the hi rez model. Is there a work around to negate the hi rez model and build the bump map? I also read that the bump map isnt a gray scale image... it is something else.

Anyone have any ideas or info on this?

Thanks.

CGmonkey
03-20-2003, 06:45 PM
Well sure, you could import a regular model into Doom 3 (I think and hope). The technique behind Polybump is similiar (or exactly) like Normal Mapping, I don't have any URL's but here's some names.

Texture Kiln 0.15
Normal Mapper from ATI

MosaFacku
03-20-2003, 07:28 PM
Here's a link I saw on polycount a while ago that explains a little bit about normal mapping:

http://members.shaw.ca/jimht03/normal.html

adam|zeliasz
03-20-2003, 07:56 PM
MosaFacku... Fantastic link. Exactly what I was inquiring about.

Does anyone know the passes used to create the game model textures in Doom III? I want to begin to texture the models appropriately so I can easily import them into the game engine.

mohh
03-21-2003, 07:36 AM
This is a great resource as well : Doom3world.org (http://www.doom3world.org/phpbb2/index.php)

adam|zeliasz
03-21-2003, 06:52 PM
Does anyone know the passes used to create the game model textures in Doom III? I want to begin to texture the models appropriately so I can easily import them into the game engine.

dur23
03-21-2003, 07:54 PM
diffuse, normal(aka polybump), spec...

Anders G
03-22-2003, 01:46 AM
and bump

/me flattens mike with his hummer

dakone
03-25-2003, 01:25 AM
you sayd you are working on modding doom 3 , do you have any specific docs or info on how this could be done ?

Supervlieg
03-25-2003, 09:27 AM
Here a free tryout version of the polybump technique plugin for Max. It's from crytek who also use this technique in their upcoming game far cry

http://crytek.com/polybump/index.php?sx=polybump

adam|zeliasz
03-25-2003, 04:50 PM
The mod is going to be elobrate. I wont give out any hints as of yet, but I will have a site deticated to it in the weeks to come.

We have a select handful of developers, and we are going to push the limits of a multiplayer shooter.

Has anyone imported character|weapon animation yet?

Thanks.

Swami Gattas
03-25-2003, 06:26 PM
It sounds nice and all, and yet you overlook the fact that Doom III in its present state was... a leak. A very big one from a former ATI employee which made Johnny Carmack shit bricks. If you followed the news around the net at the time you could probably tell how displeased at this whole situation was and also, the code which is out there which everybody knows where it can be found, is unoptimized and heavily buggy.

Sure there's a lot of "unnoficial" sites out there that document some of the inner workings of the Doom III engine tech, I even read a about a mel script that exports models from Maya to Doom, my question is if it really is such a good idea, after all the code sin't ready yet and it is a leak.

Just a thought.

I'd just say wait till a beta is released, there will be a beta. I read somwhere that Carmack himself said so...

bentllama
03-26-2003, 02:06 AM
just make all your textures solid BLACK and it will match with Doom 3 perfectly...

Nahaz
03-26-2003, 05:55 AM
Originally posted by bentllama
just make all your textures solid BLACK and it will match with Doom 3 perfectly...

And i suppose you could make a better looking game?

Oh wait, you work at Bungie don't you? :)

Hey which will come out first Halo2 or Doom3?

bentllama
03-26-2003, 06:31 AM
don't pay any mind to my doom 3 comments...

...I have a bias that stems from the fact that I expected more...a groundbreaking game, instead of what appears to be a game-engine sales pitch...

...but I will save gameplay comments from when I actually play it...

...I am looking forward to seeing more and perhaps playing a bit at E3...

heavyness
03-26-2003, 06:38 AM
"we are going to push the limits of a multiplayer shooter"

i read that quake3 has such a high poly count, that if you do play online against people, it will be in certain arenas and with limited amount of players. if your going to push the limits of multiplayer shooters, i would go with UT2003 mod [the tools are out now and ready to go].

halo2 is not coming out this year :( and who knows when doom3 will ship...

Nahaz
03-26-2003, 08:36 AM
Is Doom going to be shown at E3 this year?

bentllama
03-26-2003, 08:41 AM
Originally posted by Nahaz
Is Doom going to be shown at E3 this year?

I would bank on it.

Swami Gattas
03-27-2003, 02:13 AM
i read that quake3 has such a high poly count, that if you do play online against people, it will be in certain arenas and with limited amount of players. if your going to push the limits of multiplayer shooters, i would go with UT2003 mod [the tools are out now and ready to go].


Actually the models themselves in DoomIII are about the same if not less polygons than UT 2K3, its the bump and normal mapping that makes them appear to be so when they in fact aren't. There was a video interview somewhere where they imput a command and the engine renders wireframes and you could tell they were really really low poly.

And I don't know where you read the multiplay part cause Carmack has been quoted on various ocations that Doom III is singleplayer centric, it has a story and is thought and designed thoroughly as that and they as of yet have no plans to include a multiplay because of the complexity of the engine which wouldn't really allow to have such a fast paced rythm like past releases from ID.

chlywly
03-27-2003, 03:35 PM
The last ground breaking game ID had made was QUAKE, the rest were game engine sales pitches and for ever will be. ID has no one left over to make a good game they have very little concept/design people. They are good programmers and great with making engines but for actual development and game design thay SUXXORS.

:D

Swami Gattas
03-27-2003, 05:21 PM
Hey dude they got Trent Reznor behind de audio again, and the art and animation peoplerecently hired are ex-pixar types, also I heard they got a good writer for the story, I saw an... *ahem*... leaked video... *ahem* this time it looks for real, the cinemas are in game engine and you couldn't tell just by the LOD. This game is all about atmosphere believe me...

bentllama
03-27-2003, 05:26 PM
Originally posted by Swami Gattas
and the art and animation peoplerecently hired are ex-pixar types

prove that. I am a disbeliever.

Swami Gattas
03-27-2003, 06:32 PM
All ye of little faith, behold:

http://www.ugo.com/channels/games/features/highperformance/doom3.asp

watch the video, it fills in the blanks...

heavyness
03-28-2003, 12:12 AM
i read/heard if they do make a multiplayer version/mod or something, the rounds and characters would be limited. . the video got me going, i like what Trent said, “the music will get in your head" can't wait to hear it [being a big NIN fan].

so now i'm thinking we are going to get more of a Silent Hill type of game, instead of a Doom/Quake/shoot hordes and hordes of demons with big guns.

i hope it is more survivor horror then run and gun.

sedric
03-28-2003, 12:26 AM
Originally posted by chlywly
The last ground breaking game ID had made was QUAKE, the rest were game engine sales pitches and for ever will be. ID has no one left over to make a good game they have very little concept/design people. They are good programmers and great with making engines but for actual development and game design thay SUXXORS.

:D

I totally disagree.....Quake1 was a great single player game FOR THE TIME as was Quake2...and Quake3 they were trying to make an an arcade-style deathmatch game...are you saying they didnt do that?

sedric

MrHappyPants
03-28-2003, 01:24 AM
I have to say that ID no longer has the same team that made the original frightening doom. And I highly doubt they will create a product that equals it. Yes they will always be pushing the industry with amazing engines and technology. but everyone who was a creative mastermind has left. Its just all runnin and gunnin now. still cool.. but I doubt anyones going to be so scared with doom3 they dont want to play it with the lights off. you all remember that about the first one right? I jumped out of my seat a couple times

Annuostivix
03-28-2003, 01:36 AM
Im working on the game and I used to work for pixar. and my pet goose eats binoculars every morning at 6:30. Ive never actually played doom, I'm encouraged to see what it's like. I agree with what someone said about most games being running around shooting nowadays, and not being uber full of deadly frightening impact. the same goes for a lot of entertainment, it's just there's always something new to turn to so you dont notice. I'll check back here in a while and see what is thought up about this doom thing.

:wavey:

[DSmod]Tweak
03-28-2003, 02:04 AM
Ok I havent read everything just yet but I wanted to say something that amazed me.

I was born in 1985 and had like cube football, now look at the technology we have these days. It is totally amazing and unreal how we can think of this stuff. The thought and work that goes into these new engines is just remarkable and should be respected very much for doing so. these games are getting so real to life it is crazy. Next year everything will be virtual reality for christ sake lmao well I have one thing to conclude myself and that is.

I'll drink to that :beer:

bentllama
03-28-2003, 02:58 AM
Originally posted by Swami Gattas
and the art and animation peoplerecently hired are ex-pixar types

http://us.imdb.com/Name?Nilsson,+Fred

Shrek and Antz to his credit...I do not know where you got the Pixar info...

EDIT: Just saw yer post Aerestis. Good for you. :beer:

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