Doom3/Quake4 MD5Mesh

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sio2
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Doom3/Quake4 MD5Mesh

Post by sio2 »

Work in progress, but here's a couple of screen shots. I have the meshes loaded in Irrlicht but they are currently unlit and with diffuse texturing. I'm currently debugging the parallax/normalmap/bumpmap shader.

Player mesh in a familiar Irrlicht environment:

Image

Animated bad guy:

Image
Halan
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Post by Halan »

normal mapping is missing isnt it but looks good indeed and i think itll be usful 8)

greets,
halan
sio2
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Post by sio2 »

Halan wrote:normal mapping is missing isnt it but looks good indeed and i think itll be usful 8)

greets,
halan
Its based on code from this link:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=14569

I'm loading all the textures and making a custom Irrlicht material (for the shaders) but I need to debug it a bit - not quite looking as it should, yet.
JP
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Post by JP »

Excellent job! I really hope you get it finished and working nicely! Will be a great addition to the engine and allow for some really good quality models to improve the quality of Irrlicht demos!
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esaptonor
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Post by esaptonor »

will this animated mesh format be able to be normal mapped? that would be awesome!
sio2
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Post by sio2 »

esaptonor wrote:will this animated mesh format be able to be normal mapped? that would be awesome!
There are four textures:
1. diffuse map (base texture)
2. normal map (surface detail)
3. gloss map (specular highlighting)
4. heightmap (bump/parallax)
lostclimategames
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Post by lostclimategames »

well this sure shows, that the id team are definately programmers and not artists :)
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JP
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Post by JP »

As if the team working on such big games as Quake 4 and Doom 3 would be made entirely of programmers :lol:

Those teams are quite large and broken up into things like gameplay programmers, engine programmers, artists, modellers etc.
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sio2
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Post by sio2 »

lostclimategames wrote:well this sure shows, that the id team are definately programmers and not artists :)
Eh? What's that supposed to mean? :?
hybrid
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Post by hybrid »

Oh great, I guess Vermeer will love this. Please post the required material settings if you need help on those things.
lostclimategames
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Post by lostclimategames »

hey hey hey, not trying to be offensive :)
no, i was just saying if you look at the texture quality, its not all that great compared to other games, but with all the high tech shaders, every thing looks great :D
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Post by vermeer »

hehe

dont worry, lost...I know you are referring to an old saying about id...

actually, doom3 game textures were very low res compared to these days' specs...mainly as..richness was trusted on specular maps, dot3 bump, some other effects, an dthe fact it all happens in the dark, were local color detail gets to be way less important.

One thing is...hmmm maybe...I never know, but I think there was already a way to trigger on the smoothing normals...I saw it somewhere, I mean in irrlicht (not the normal maps, a more 3d basic thing: just normals)

As that ¡s the main issue there.

Hybrid...hehe...yep.

Well, I actually am a lot interested in the b3d thing (it also allows level importing and exporting...in the wait I guess of next blender version which makes finally multiuv and baking lightmaps) , but you all know well how much I did cryied for an md5 loader...

..As yep, Blender, as well as Max, do have a *great* exporter from der_ton,in md5. The blender one is absolutely seamless, takes even the constraints well without the artist needing to bake keyframes. One thing is that exporter I think need from user or coder to write well the tga file name in that exported file (md5mesh and md5anim are actually text files, which makes it all editable) , there were it says "shader" or something like that. This is very important to know.Is easy, but important.
Finally making games again!
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sio2
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Post by sio2 »

Progress Report.

Getting closer. :) Should have a demo soon.

1. I use S3DVertexTangents as the vertex format, so normals and tangents are skinned too, ready for normal/bump mapping.

2. The sample code uses GL interleaved arrays. Irrlicht doesn't support these, so every draw call I was copying the interleaved data into an S3DVertexTangent vertex. Not good for performance. I've rewritten the part that computes the skinned mesh to write directly into S3DVertexTangent vertices - much faster, as these can now be sent to Irrlicht for rendering without being copied into a compatible vertex format.

3. Irrlicht was passing my shader code the diffuse map for all four diffuse/gloss/normal/bump maps due to PS1.1 restrictions. Once I sorted that out (and made an HLSL version of the shader as well) the models are looking quite good.

NOTE: This work is based on the OpenGL MD5 Viewer by David Henry.
buhatkj
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animation and shaders

Post by buhatkj »

I am curious, have you figured out a way to use shaders on _animated_ meshes? As far as I was aware Irrlicht doesn't do that yet, since the function to make tangents only works on static meshes.
If so, that would be awesome :-)

I have run into that limitation several times in my various irrlicht experiments. I never came up with a good way to get around it.
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
sio2
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Re: animation and shaders

Post by sio2 »

buhatkj wrote:I am curious, have you figured out a way to use shaders on _animated_ meshes?
Yes. Normals, tangents and binormals are skinned (binormals are calculated in the shader via a cross product). 8)
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