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Doom3 - Recall To Hell


Mr Mike

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I guess most of you are aware of this mod but thought I'd pass a link as this is the first proper look I've had at it and it's proven another eye opener, once again, of what the Doom3 engine is capable of.

 

Certainly an inspiration, as a beta mapper, from the effort and artwork involved. Check it out.

 

 

Cheers

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Well I was specifically speaking about the art, and there's certainly quite a few differences going on there, looks great to me. I'm not a fan of the Doom style gameplay but it's enough for me to actually try this when it comes out.

 

And as for TDM pushing the boundaries like no one else, well I assume you haven't read about the Waterton mod ;)

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Well I was specifically speaking about the art, and there's certainly quite a few differences going on there, looks great to me. I'm not a fan of the Doom style gameplay but it's enough for me to actually try this when it comes out.

 

And as for TDM pushing the boundaries like no one else, well I assume you haven't read about the Waterton mod ;)

 

Very nice! Hadn't heard of waterton. One more mod added to the list of many that I can anticipate for years :)

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But are my eyes wrong or do I really see there vertex blending of textures on the ground? I didn't know Doom3 engine supports that...

 

It most certainly does. You use black/white vertex colours on the mesh, and then have two diffusemap/normalmap stages in your material, one pair with the "vertexColour" stage keyword and the other pair with "inverseVertexColour".

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It most certainly does. You use black/white vertex colours on the mesh, and then have two diffusemap/normalmap stages in your material, one pair with the "vertexColour" stage keyword and the other pair with "inverseVertexColour".

so it works only for two textures? Better than nothing...

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Actually, I believe you could blend between more than one texture if you made very careful use of coplanar surfaces: If two triangles have the exact same shape and position (they aren't just coplanar), they don't end up depth fighting and their lighting data gets added together. (the window testmap makes use of this) If you created models that had redundant triangles, you could bend between more than two textures. I've been wanting to test that out for a long time as a way to seamlessly texture oddly shaped things, but I'm unfortunately unable to create vertex-colored models.

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If two triangles have the exact same shape and position (they aren't just coplanar), they don't end up depth fighting and their lighting data gets added together. (the window testmap makes use of this)

 

That is an interesting point. I would want to make sure that this behaviour is actually part of the OpenGL standard rather than implementation-variable, although it would seem likely that it is standard because this is (AFAIK) how all multi-pass rendering is performed (without using the multipass shading extension).

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