Doom 3 BFG Hi Def (for BFG edition of game) Higher poly models, tga texture sources, soft shadows and effects. Runs mods. High Definition HD
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Specular and normal maps for blood textures? | Locked | |
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Oct 4 2015 Anchor | ||
Heya. I was playing through BFG with this mod installed... I LOVE how all the textures feel so much grittier, and look so right... But then I remembered something I miss from Sikkmod for Ye Olde Doome Three: Shiny blood puddles.The blood decals found around the levels feel so flat and out of place next to the metallic and realistic gritty metal textures in the game. I was wondering if it is possible to implement Spec and/or Normal maps, or at least an environment map for the decorative blood in the game. Not a lot of shiny, but enough to give it slightly more oomph, more depth. I feel like this would greatly benefit the mod, and the atmosphere of the game in general. I wouldn't sweat it if it's currently impossible, but I thought I'd bring it up, and finally give you a post in these forums of yours. EDIT: P.S. I realize that some of the blood is a brownish, dried up variety, but a lot of it is still bright red and fresh in color. Realistically, fresh, liquid blood does reflect light. EDIT2: Oops! The shiny blood in Sikkmod is apparently Environment map + Normal map + Spec map. Now I'm extra curious. I made an environment map just for the blood, in case this idea is plausible. ~SteamFox Edited by: SteamFox |
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Oct 5 2015 Anchor | ||
Yeah Sikkmod was the only thing that managed to do that, I will look into it. |
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Oct 5 2015 Anchor | ||
Sweet! Lemme know if you want that envmap texture I made. It gives a similar effect to the Sikkmod one. I tried it out in Blender, and made a preview. |
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Oct 9 2015 Anchor | ||
Yeah cool send it, I'd love to check it out. |
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Oct 9 2015 Anchor | ||
I used a homemade blood decal, put the environment map above it, then applied a goop normalmap at half influence on top. Here is the link to the TGA: Edited by: SteamFox |
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Oct 10 2015 Anchor | ||
very cool |
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Oct 10 2015 Anchor | ||
Thanks! Took me all of a half hour, and the decal is kinda blocky. I just hope it's possible to implement in BFG... Adds a lot of visual depth and eyecandy. Edit: THis effect would look sick on character blood decals. Maybe some simpler specular lighting on the blood sprites too, for that added wetness. Edited by: SteamFox |
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Oct 10 2015 Anchor | ||
Yeah I'll be digging into things like that soon now that I can build the engine correctly. Shaders are the one big thing left thats lacking. |
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Oct 10 2015 Anchor | ||
Speaking of which, what file in the source must I edit to increase the vertex limit? I'd like to maintain a Linux version of your custom build, once I get a machine with full OpenGL support, if that's okay. Edited by: SteamFox |
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Oct 10 2015 Anchor | ||
here is my github fork of rbdoom3bfg Github.com any changes will go there. The fork is of the newest version tho of rbdoom3bfg, I have not tried it myself yet lol. Same changes tho. Hell yeah a Linux version would be cool. Edited by: y2keeth |
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Oct 10 2015 Anchor | ||
Thanks for teh code! Imma try it out. Keep up the amazing work! |
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Oct 10 2015 Anchor | ||
Oct 16 2015 Anchor | ||
I'm not certain, but I believe the window glass material may use a standard envmap. If not, the cubemap method you are already using will suffice. EDIT: Just installed the TrentPhrozo update. That's perfect! Excellent job! Edited by: SteamFox |
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Oct 16 2015 Anchor | ||
Its the one Sikkmod had in I just made a new version of the same env and darkened it a bit. I brightened it back up a bit tho I have not uploaded that yet and going to make a extra bump for the more dried version that should look killer. |
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Oct 17 2015 Anchor | ||
Nice! I can't wait to see it! |
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Oct 17 2015 Anchor | ||
The new patch has the slightly brighter reflections, gonna work on the dried blood thing for the next one. |
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