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by hardcore_gamer » Fri Mar 23, 2018 7:11 pm
I just saw this and was blown away:
https://www.youtube.com/watch?v=oOfw6HNcmj8How far away are we from actually having modern mapping tech in Doom like what is seen there? Is it possible that soon we could have stuff like normal and heightmapping?
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by phantombeta » Fri Mar 23, 2018 7:21 pm
Uhhh...
All that shown in the video is already in GZDoom. The only thing necessary is to make normal maps for the textures. (Which will take quite a bit of effort, and will take even more effort to make look good at such texture low resolutions)
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by hardcore_gamer » Sat Mar 24, 2018 10:09 am
phantombeta wrote:Uhhh...
The only thing necessary is to make normal maps for the textures.
I was under the impression that normal maps won't look properly 3D unless supported by the game engine.
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by wildweasel » Sat Mar 24, 2018 10:10 am
How do you think that video was made?
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by Indecom » Sun Mar 25, 2018 2:10 pm
That video you linked was the new Normal Mapping features of GZDoom that will be released in version 3.3 I believe. SO you literally have only a few days to wait, unless you want to download the preview build.
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by phantombeta » Sun Mar 25, 2018 2:23 pm
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by Reinchard2 » Fri Mar 30, 2018 2:09 am
That's really impressive. This is the moment I'm waiting for. Few years ago I made texture pack (hires version of Doom E1 textures) created from renders of 3d models. So I have all necessary maps (normals, spec, roughness etc). I need some time to learn how to implement this into GZDoom. As far as I understand how it works this need dynamic lights to see all PBR material in game, right?
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by Indecom » Fri Mar 30, 2018 9:58 am
Hey, I remember talking to you about that way back when. I can help you with it when I'm off work tonight. Are you on the zd discord?
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