
Did the Risen3D team get permission from Id/Bethesda to use the model?
Thanks for your feedback.Nevander wrote:One thing I want to mention that I think will improve the texture pack is if they look more on the realistic and detailed side, than just simply HD. There's another HD pack that wasn't ever really finished called DHTP, mainly for Doomsday, and while good most of the textures were sorta clean and tidy looking. I myself prefer grittier textures, but it's also easy to go overboard and make them too gritty.
Could you use photography to capture skin or wood for a texture?hoover1979 wrote:When I have some spare cash I will purchase some stock images for a more realistic skin for the skin walls, as there are no free stock images, of the required resolution that could work. Then I can use brushing to overlay the effect of the skin being stretched on nails in the other skin wall textures. I really want to get the damaged wood look, but that would take time for my skills to further develop, and I must be patient.
Could you suggest some more plugins to look at?Doomenator wrote: Also use additional plug-ins.
1: I am not sure.enderandrew wrote:Could you use photography to capture skin or wood for a texture?hoover1979 wrote:When I have some spare cash I will purchase some stock images for a more realistic skin for the skin walls, as there are no free stock images, of the required resolution that could work. Then I can use brushing to overlay the effect of the skin being stretched on nails in the other skin wall textures. I really want to get the damaged wood look, but that would take time for my skills to further develop, and I must be patient.
How much does it cost to buy the stock images?
If I remember rightly, the SKINCUT textures were based on a photo of a nasty wound that one of the id members had (probably Adrian carmack).enderandrew wrote:Could you use photography to capture skin or wood for a texture?
If Masters of Doom is accurate, it was Kevin Cloud that sustained a knee injury while bicycling to work and elected to take a photograph of it for texturing. (It's also his arm hair on SKINLOW.)Enjay wrote:If I remember rightly, the SKINCUT textures were based on a photo of a nasty wound that one of the id members had (probably Adrian carmack).enderandrew wrote:Could you use photography to capture skin or wood for a texture?
dpJudas wrote:My problem is that I need a realistic setup of textures in order to test how changes to the Doom lighting system will really look. In order to get such an extension accepted by Graf, I have to prove that the extension looks good and is a fitting solution to this particular problem. As he evaluates that just as much by visual testing as by inspection of the code, the test material becomes very important. If the solution does not convince him, it he will reject it based on the fact that a poor solution will just increase code maintenance costs (as he should).enderandrew wrote:Understandable, but it is also a chicken and the egg scenario where people may not want to work on bump maps if no engine supports them.
From a technical point of view, what Doom has is only ambient light expressed as a light level. Diffuse and specular light rely on the angle the light source hits the surface of the wall - with just ambient light there is no such thing. The normal map expresses the plane angle of the surface itself, but it has to be paired with the angle the light hits the surface for it to be usable.enderandrew wrote:Diffuse, normal and specular maps do rely on directional lighting, but couldn't bump (and maybe displacement) maps be added to create depth on flat walls?
Doom had this problem already in 1993 where purely ambient light looks just too flat. The fake contrast feature is actually the faked direction to the light source. There is some chance that this could act as the light source direction for the bump map and specular light as well, but there is also the chance that doing this will reveal to the eye that it's all fake.
I did some tests several months back where I created a fake light direction for the calculations - in some situations that looked very fancy, but in others it looked quite terrible. Part of the reason it varied so much was because I didn't have any specular or normal textures - for some walls that looked excellent for that material, and for others it was a disaster. Had I attempted to PR what I had there, it would most certainly have been rejected on the basis that it violates the Doom light model. Thus, part of the challenge is to prove that such a setup can be shown to work within the boundaries of how light functions in Doom.
Grabbing some random textures from the Internet (or doom3 or quake 4) won't really help me because I need textures matching the actual map. Automatically generating them will work, but it won't know the material type, which matters a lot on exactly how that specular texture should look like and what specular levels there should go along with it.hidfan wrote:Quake Tenebrae engine was creating automatically normal and spec maps from the textures, that would be replaced if real ones were found on disk.
It's not the best scenario to prove the rendering is cool, but this makes an "always working feature", even for old or simple wads.
You can use doom3 or quake4 textures for your test, they are pretty good =)
Autogenerated stuff of this sort has the problem that Doom's light is very dynamic. Lights turn on and off, sometimes pulsate. In ZDoom it also might change the fog as well. It might also take a long time to calculate, meaning it needs the editor to do the work or ask the user to fetch a cup of coffee before the level will load.hidfan wrote:- Or autogenerated cube maps or spherical harmonics every 64 or 128 units (or more/less for performance/quality reasons). This could be used on monsters as well.
I've seen so many papers and videos about 3D techniques to know that when I see a movie like that, the first question you need to ask yourself is: why did he only illustrate it with one light source and a brick texture? There's a good chance it only works well with brick textures! In any case, GZDoom supports pull requests if you decide to go code that.hidfan wrote:- without touching the lighting engine, parralax occlusion would modernise doom without removing it's retro feeling.