Jump to content
The Dark Mod Forums

Generating Doom Compatable Normal Maps?


oDDity

Recommended Posts

Has ayone managed to get static models in-game, complete with normal maps?

Normal maps generated by ZBrush don't seem to work properly in Doom, I think because they use tangent space instead of local space, the model I imported was 0,0,0 black everywhere except where the lights hit it. The Orb normal map program site seems to be down since all the links are broken, my lightwave notmal map plugin seems to have mysteriously stopped working, and I can get renderbunmp tool in Doom to cooperate either! :/

SO if anyone has generatd their own normal maps for an objects and it worked ok in-game, please spill the beans.

Also on poly counts, it states somwher on the forums here that character models can be up to 7-8k or something, but I think that's way too many. The model I imported was only about 4k and my perfomace went way down, even though it was the only model in an empty room. All of the Doom models are very low res - that's the point of using normal maps in the first place..you don't need high res models.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

Link to comment
Share on other sites

Also on poly counts, it states somwher on the forums here that character models can be up to 7-8k or something, but I think that's way too many. The model I imported was only about 4k and my perfomace went way down, even though it was the only model in an empty room. All of the Doom models are very low res - that's the point of using normal maps in the first place..you don't need high res models.

 

On the dev site I read something about 2000 polys on the characters. But this was not specified as an upper limit, just as an average number.

If you find out how to apply the normals it would be great. I tried the bumpmapping keyword but that didn't appear to work. This should be the keyword thoug, according to the dev site.

Gerhard

Link to comment
Share on other sites

What I did to use renderbump was make a low and high poly version of a model (obviously) put them in a folder models/mapobjects/object/testobject.lwo

Then I wrote this shader and put it in the mapobjects material file:

 

 

models\mapobjects\object\testobject

{

renderbump -size 256 256 -trace 0.03 -colorMap -aa 1 models\mapobjects\object\testobject_local.tga models\mapobjects\object\testobject_hp.lwo

 

diffusemap models\mapobjects\object\testobject_d.tga

 

bumpmap models\mapobjects\object\testobject_local.tga,

 

specularmap models\mapobjects\object\testobject_s.tga

}

 

 

What I'm not sure of is where to put this shader, or what to call it at the top of the code. I read on the doom forums that you put the name of the surface of the low poly object u there, but i the material files the doom devs always write the path an the name of the object

 

what I get when I run renderbump is this

 

 

WARNING: Couldn't load image: testobject

surface 0, shader testobject

renderBump = (no action)

0.01 seconds for renderBump

 

SO you write a .def fle as well? fr the object or for the map you put the object in?

Edited by oDDity

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

Link to comment
Share on other sites

What I'm not sure of is where to put this shader, or what to call it at the top of the code. I read on the doom forums that you put the name of the surface of the low poly object u there, but i the material files the doom devs always write the path an the name of the object

Well, that is easy. :)

 

I only did it with ASE format, but it should work with LWO as well.

 

Your material must have a name. The name looks like apath but it is actually of no consequence how you name it. The only consequence it really has is where it goes in the editor, because this path determines the location in the menu in the D3 editor.

 

So you name your material

model/character/builder/priest

 

then you create an entry in the material file (or create a new one, it doesn't matter):

model/character/builder/priest

{

diffusemap

model

bumpmap

etc.

// this is only for highlighting

{

if(parm11 > 0.5)

blend ...

}

}

 

If the model should highlight when frobbed (as all AI should) yo must add this if branch.

Gerhard

Link to comment
Share on other sites

SO you write a .def fle as well? fr the object or for the map you put the object in?

The def file is also needed because it is like the entity representation for your object. It will define all properties of the object, like what model it should use, what class it belongs to when the code will spawn it, and others. In the case of doors it contains the opening rotation, the locked state and so on.

In case of AI it contains a lot more. Like what animations to use and this stuff. But the def file is only a generic description like a template. Only when the object is instantiated in the editor it will become "real".

Gerhard

Link to comment
Share on other sites

I managed to get it sorted out, I didn't need any .def file actually, just wrote a material shader.

I got the lightwave normal map plugin working (I just needed to get the LW8 version)

so I didn't have to bother pissing about with renderbump.

I can tell you now how to get a complete textured, normaled, speced static mesh into Doom using Lightwave, but since no one else here uses LW, there isn't much point ;)

As for getiing animated characters into the game, I'll cross that bridge when I come to it...

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

Link to comment
Share on other sites

I can tell you now how to get a complete textured, normaled, speced static mesh into Doom using Lightwave, but since no one else here uses LW, there isn't much point ;)

As for getiing animated characters into the game, I'll cross that bridge when I come to it...

Well. It still would be usefull if you can post this into the Dcoumentaiton section. Even if nobody is using LW, the information might still be used for others. And maybe we can even figure it out for other packages as well, based on your info.

Gerhard

Link to comment
Share on other sites

Well, I've long been pestering everyone to convert to LW...and t would help if we all used the same app right, then we'd all be talking the same language)

I'll write it up in the documentaion section then.

Now I think I'll get cracking with a bunch of static mesh models that need to be done for the mansion pack, and actually get them in the game.

I'm getting really bored doing characters now, so I need the change- I must have done about a dozen in the last six months. :blink:

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

Link to comment
Share on other sites

Problem is, LW doesn't have a version that most people can afford. Hell, only reason I can afford 3DS is because of student pricing. Maya has the PLE, but I'm not sure how that would apply here. And I've tried using Blender and Milkshape, and I absolutely hate the interfaces for them.

 

Edit: Isn't it the same methodology, regardless of format, to get a mesh in-game? Go ahead and post it anyway.

Edited by DeepOmega
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...