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 Post subject: Doom 3 HL2 style
PostPosted: Tue Nov 23, 2004 4:46 am 
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I'm not sure if this is the right place to put the thread but meh :P

Basically I wanted to see what HL2 type maps might look in Doom 3. I only got the textures from HL2 and I haven't spent THAT much time on the map (only a few rooms) because it'd be a waste of time doing a whole map that you won't release.

So anyway, this is what I've come up with:

http://www.gamingforums.org/forum/files/hl2d36.jpg
http://www.gamingforums.org/forum/files/hl2d35.jpg
http://www.gamingforums.org/forum/files/hl2d34.jpg
http://www.gamingforums.org/forum/files/hl2d33.jpg
http://www.gamingforums.org/forum/files/hl2d32.jpg
http://www.gamingforums.org/forum/files/hl2d31.jpg

What I have discovered is, unrealistic looking and low resolution textures are due to settings and artistry, not the engine itself. Doom 3 can do all the shader effects that HL2 can, also with better quality results (based on the maximum settings each game is capable of, the HL2 engine might be able to render at higher settings through tweaking, I haven't really looked into this) as HL2's water and cubemaps are inherently pixelated. The main problem for Doom 3 doing HL2 type maps like the one I did is there being multiple lights shining on most surfaces. Despite this, at ultra quality and 4X FSAA, my computer (2Ghz Athlon XP, 9800 pro) ran most of the map at 20-30 fps. That is without optimization using such things as portals but it is also a map without any extra models and is quite small. I also noticed that I was about half the height I should be compared to the textures so the screenshots were taken when in noclip mode. A mod could probably easily change the height of the player camera.


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PostPosted: Tue Nov 23, 2004 5:49 am 
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Nice.

Double the texture scale on the brush faces, and the player height should be ok.


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PostPosted: Tue Nov 23, 2004 8:16 am 
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Nice looking - guess I should make a high(er) res texture pack over christmas to let the engine shine.

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 Post subject:
PostPosted: Tue Nov 23, 2004 9:46 am 
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Yes you should BNA! :P

ydnar, didn't think about that :? You may lose more quality on lower graphics settings though, I dunno.

I also forgot about HL2 has HDR and Doom 3 doesn't.


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 Post subject:
PostPosted: Tue Nov 23, 2004 12:20 pm 
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ad more light cuz HL2 is a lot of brighter than D3

my opinion :)


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PostPosted: Tue Nov 23, 2004 5:53 pm 
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That looks supprisingly good. The scale looks ok 'as is' but you'd need to include a character model or something for comparisons in a simialr scene in both games.

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 Post subject:
PostPosted: Tue Nov 23, 2004 11:11 pm 
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I would like to remind all custom content authors that they cannot legally post any Doom 3 maps that contain Half-Life 2 content without prior permission from Valve Software. Doing so is a violation of international copyright law, the half-life 2 end-user license agreement, and other laws.

You do so at extreme legal risk to yourself, and even possibly to any site that is willing to host such illegal content.

Whether or not others have gotten away with such does not make it legal.

Beware.


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 Post subject:
PostPosted: Tue Nov 23, 2004 11:29 pm 
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I'm not going to release the map, as I think I stated in my first post. I'm just assuming it's alright to post screenies as it'd be just like posting screenies of HL2 by itself, you can see the content of the game but you can't use it.


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 Post subject:
PostPosted: Tue Nov 23, 2004 11:37 pm 
I am a visitor using a temporary account, but I have good information. Please don't delete this.

According to Wikipedia (http://www.wikipedia.org), screenshots of any kind are fair use. That means that, if taken in a released commercial application, you may distribute them royalty free (so long as you yousrelf do not make a profit).

[fixed link . . .btw, somebody else could come and mess with this. Don't hold this username accountable.]


Last edited by Guest on Wed Nov 24, 2004 12:39 am, edited 1 time in total.

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 Post subject:
PostPosted: Tue Nov 23, 2004 11:57 pm 
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Awesome bugmenot :D

If you want to see the scale, check out:
http://www.gamingforums.org/forum/files/scale.jpg

The map was made using the default texture scale for D3, which is probably similar to HL2.


Last edited by idiom on Tue Nov 23, 2004 11:59 pm, edited 1 time in total.

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 Post subject:
PostPosted: Tue Nov 23, 2004 11:57 pm 
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So long as there is no link to a map containing these textures I have no problem with it.

In the meantime, he can post all the screenshots he wants.

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 Post subject:
PostPosted: Wed Nov 24, 2004 1:11 am 
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i bet those surfaces are not bump mapped though...

i think thats why d3 uses lower res textures because every surface has at least 3 layerd textures (diffuse, specular and bump). so there is a lot of additional memory needed to do hires textures plus the specular and bumpmap.


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PostPosted: Wed Nov 24, 2004 1:24 am 
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That's supposed to be a standard doorway right.. it looks absolutely huge if it is. D3 scale ia about, what, 3x smaller than HL2.. wow.

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 Post subject:
PostPosted: Wed Nov 24, 2004 1:29 am 
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http://up1.fastuploads.com/d3_10000.jpg
http://up1.fastuploads.com/d3_10001.jpg
http://up1.fastuploads.com/d3_10002.jpg
http://up1.fastuploads.com/d3_10003.jpg
http://up1.fastuploads.com/d3_10004.jpg
http://up1.fastuploads.com/d3dev10000.jpg
http://up1.fastuploads.com/d3dev10001.jpg
http://up1.fastuploads.com/d3dev10002.jpg
http://up1.fastuploads.com/d3dev10003.jpg


this was done on the hl2 engine and i was getting 60-300 fps

i do realize that hl2 on uses 2 texture for evey one compared to doom3's 3-5 textures, but hl2 adds an extra mask during real time game play, obviously hl2 has been built a little better than doom3, but we'll see what happens in 2 years when high quality mods are coming out

[EDIT]resize, compress and then repost those shots to less than 640 width please. As this is your 1st post you probably won't have seen the topic on this but we're trying to restrict images to 640 width to save on bandwidth atm. Thanks >kat<
REPLY: Sorry i'll do that next time

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Last edited by omega552003 on Wed Nov 24, 2004 6:15 am, edited 1 time in total.

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PostPosted: Wed Nov 24, 2004 1:58 am 
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That's really ugly. I'm sorry but, Doom 3 textures were meant for the Doom 3 engine. Where as HL2 textures can be thrown around do to their lack of extra detail. I was really disapointed by HL2 (In a graphics sence). They boasted about it, and it was really a let down.


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 Post subject:
PostPosted: Wed Nov 24, 2004 2:17 am 
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omega552003 wrote:
...
this was done on the hl2 engine and i was getting 60-300 fps

i do realize that hl2 on uses 2 texture for evey one compared to doom3's 3-5 textures, but hl2 adds an extra mask during real time game play, obviously hl2 has been built a little better than doom3, but we'll see what happens in 2 years when high quality mods are coming out


You care to elaborate on what you mean by "obviously hl2 has been built a little better than doom3"? I've played both, and the only thing that I could guess you were referring to would be something like rendering the image faster(fps). Because if you're referring to looking better, I would disagree. I've seen planty of areas while playing half-life 2 that looked like absolute crap. Not to mention the archaic lighting engine it uses.

Edit:
Forgot to respond to the topic :P

The pics are interesting. I would really like to see how well the Doom 3 engine could render a realistic earth urban scene during the day(ie bright sunny day) on current hardware. I havn't played that much with the technology, but I would love to see something simular to the early levels in half-life 2 done in the Doom 3 engine with nice textures. I wouldn't even know where to start with the lighting.


Last edited by Mayor_McCheese on Wed Nov 24, 2004 2:59 am, edited 1 time in total.

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 Post subject:
PostPosted: Wed Nov 24, 2004 2:51 am 
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good work, your on planet doom!

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 Post subject:
PostPosted: Wed Nov 24, 2004 3:07 am 
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Looking at the HL2 textures I'd say about a tenth to a third of them are bumpmapped. I can't remember if some of the textures I used in the map were bumpmapped or not, I added a lot of textures I didn't eventually use and some of them were bumpmapped. You can't really tell though as most of the walls are pretty flat anyway :P HL2 doesn't seem to use any specularmaps at all, they use a lot more cubemaps.

Interesting screenshots omega. Have you put bumpmaps on all the D3 textures you used because some of them look pretty flat. I wonder if different lighting could a similar atmosphere to D3's, albiet less dynamic.


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 Post subject:
PostPosted: Wed Nov 24, 2004 3:11 am 
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The reason the D3 on HL2 screenshots look so bad isn't the engine, it's the level:

1) Many of the screenshots don't appear to even have lighting even started yet, others show bad lighting jobs

2) Some of the textures appear to be low-res, though that could just be the D3 textures

3) The screenshots were taken with very low quality settings, for example, no anisotropic filtering at all, it seems

4) Whoever converted the textures didn't convert the normal maps, so all the depth on the textures was lost

5) The mapper didn't put any specular highlights on the textures. D3 had specular highlights on virtually every surface, HL2 supports them, but this map doesn't use them.

HL2 isn't as advanced as D3 from a lighting perspective, but the reason it's looking so bad here is the map, not the engine.

That said, the screenshots of HL2 in D3 seem to indicate to me that the problem wasn't with the DooM 3 engine, but with the game ;)


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 Post subject:
PostPosted: Wed Nov 24, 2004 6:14 am 
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you guys realize that doom 3 and halflife 2 are the same game engine, quake.
just heavly modified, i like the crisp lighting in doom3 , but hl2 lighting being older is more realistic

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