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? (Games : Doom III : Mods : Doom 3 BFG Hi Def : Forum : Suggestions : 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

Oct 5 2015 Anchor

Yeah Sikkmod was the only thing that managed to do that, I will look into it.

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.

Oct 9 2015 Anchor

Yeah cool send it, I'd love to check it out.

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.
Screenshot 2015 10 09 17 48 35

blood env

Here is the link to the TGA:
Drive.google.com

Edited by: SteamFox

Oct 10 2015 Anchor

very cool

Oct 10 2015 Anchor

Thanks! Took me all of a half hour, and the decal is kinda blocky. XD 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

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.

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

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

Oct 10 2015 Anchor

Thanks for teh code! Imma try it out. Keep up the amazing work!

Oct 10 2015 Anchor

Thanks and ok


for the most part this was just a material edit, still trying to figure out how to do it on blood textures when hitting enemies. I will try your enviromap on this when I figure out how to put one in. New patch has this in from Sikkmod Moddb.com

rbdoom 3 bfg 20151014 005559 001

Edited by: y2keeth

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. :)

How is this coming, by the way?

EDIT: Just installed the TrentPhrozo update. That's perfect! Excellent job!

Edited by: SteamFox

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.

Oct 17 2015 Anchor

Nice! I can't wait to see it!

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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