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Old 04-21-05, 02:47 PM   #145
Edge
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

Damnit tertsi, you're doing it again. You're teasing us, TAUNTING us with these amazing screenshots, just dangling it in front of our faces...and then telling us we can't have it yet! Especially a version of the program where you can SEE the option for offset mapping, yet it's grayed out and uncheckable! Why must you make us suffer!

Haha, just kidding, amazing work. Now I REALLY can't wait to try the mod with the offset mapping enabled, it just looks terrific. Can't wait to try it out, even though I have a feeling my PC is going to chug a little because of it. Oh, and for those interested, you CAN use the overbrightening mod with Tertsi's, although at this rate Tertsi will probably add his/her own overbrightening system to the tool

BTW, is this the only place you've posted this mod at? Seems like activity at Nvnews has really perked up because of this thread!
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Old 04-21-05, 02:59 PM   #146
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

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Originally Posted by nitr8
hey tertsi

i got a geforce 6800 ultra, but i can't see any difference between doom 3 and the mod / doom 3 only. made screenshot's from a quicksave at the same position like in your mouseover html files, but can't see any changes. what am i doing wrong? i have everything enabled.

also i'd like to know, how you made the textures look this realistic, like in the "iq"-html with the 2 images from the test_box testmap. your mod in these pictures makes the textures look like real walls. i mean - there are edges now.
The "edges" are due to the offset mapping, which is similar to displacement mapping I think, more like virtual dispmaps, doesnt deform geometry, but looks 3d.. If that is what you ment..
Its not included in any released version of the tool yet (unless I missed something hehe)

Did you press "build interaction.vp" when you used the tool?
think you have to do that to get the changes into the game.
I forgot that at first hehe..
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Old 04-21-05, 04:45 PM   #147
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

56K warning ... WoooooW shots (btw. check out the arms skin - no "plastic" - I'll wonder where it's gone? ) ....

http://www.skenegroup.net/tertsi/doo..._vs_mod20.html
http://www.skenegroup.net/tertsi/doo..._vs_mod21.html
http://www.skenegroup.net/tertsi/doo..._vs_mod22.html
http://www.skenegroup.net/tertsi/doo..._vs_mod23.html
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Old 04-21-05, 05:09 PM   #148
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

Looks nice, but...what's with the extreme pixelation of the floor in that first shot?
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Old 04-21-05, 05:19 PM   #149
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

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Looks nice, but...what's with the extreme pixelation of the floor in that first shot?
Great... heightmap was corrupted. I must say that you are "The All-Seeing EYE" !
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Old 04-21-05, 06:02 PM   #150
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

Hi tertsi... good work on the modifications... looks awesome.

Great images using parallax mapping... how did you generate the required depth maps? Does doom3 already include depth maps with some of the normal maps? Or did you manualy generate a few depth maps for some of the textures?

I once made a simple tool to convert normal maps into depth maps. Works ok on many test maps but never tested with doom3 normal maps.
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Old 04-21-05, 07:43 PM   #151
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Question Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

Quote:
Originally Posted by NiukNiuk
Thanks, so it would be something like this right?


@Vash88 : IMO it has something to do with the forceware version.
I use 71.89 and I also see opengl 1.5.3 on the mod menu.
I guess the latest betas (76.xx) are opengl 2.0.0 compliant.
But I don't know if it changes something to have 2.0.0 with this mod instead of 1.5.3
So this guy is correct? Are these the best settings for the highest quality picture?
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Old 04-22-05, 07:50 AM   #152
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

Quote:
Originally Posted by jolle
Did you press "build interaction.vp" when you used the tool?
think you have to do that to get the changes into the game.
I forgot that at first hehe..

I pressed it several times and relaunched the game, but still nothing changes. any more ideas what might be wrong here?

thanks
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Old 04-22-05, 08:08 AM   #153
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

You Have entered the path to doom3 (for instance E:\Games\Doom3) in the Doom3 directory field?
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Old 04-22-05, 08:20 AM   #154
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

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You Have entered the path to doom3 (for instance E:\Games\Doom3) in the Doom3 directory field?

Yep, of course
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Old 04-22-05, 09:05 AM   #155
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

Quote:
Originally Posted by Kerrysucks
So this guy is correct? Are these the best settings for the highest quality picture?
Might be, specular lookup from texture is worse than math, but then again math gives other results than Carmack intended if I understand correctly.
Normalizing via NV40 instruction set is not exactly same as standart shader path, as it's carried out in lower precision, but then again standart path used cubemaps for normalizations I think...
Swizzling, have no impact on quality.
If I understand correctly RFL_SAT can be unchecked if you use tex lookups, as it just avoids plastic looks if you use math...
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Old 04-22-05, 09:09 AM   #156
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Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

Quote:
Originally Posted by nitr8
Yep, of course
Do you have any other modified pak4 files in your base folder? Is there an interaction.vfp in base/glprogs?
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