Doom 3 tweaks so far

Post » Fri Nov 16, 2012 4:43 am

With Doom 3 being mostly Tech V and also somewhat Tech IV (or, as WIlits describes as being more like a Tech 4.5), I'm not entirely sure just to what extent all of the old Doom tweaks will work, but for the most part the ones that are in there are the virtually the same as the old one. Here are some ideas, especially, to those feel the game is too bright, compared to the old.


Anyone finding that it is too bright, type this into the console, or add to a custom CFG

set r_lightscale "1"

Then, set the next value to 1.0

set r_overbright "1.0"

This puts it back to Doom 3 lighting...or, at least mimmicks it.

Also, add this line:

Seta image_usenormalcompression "0"

This will help lean towards Ultra Quality more, since the only difference between Ultra mode and High quality mode, is compression and Doom 3 BFG runs in High Quality mode by default, with no option for otherwise...unless, you dive into the CFG.

Also, make sure the below is set to "0" and anything else having to do with compression

seta image_usecompression "0"



Have not experimented with the below, old Doom 3 tweaks.

seta image_compressBump "0"
seta image_compressDiffuse "0"
seta image_compressSpecular "0"
seta image_useCache "1"
seta image_cacheMegs "4096" //set to a quarter of our RAM
seta image_cacheMinK "524288" //use this formula: "image_cacheMegs" / 8 = n , n * 1024 = "image_cacheMinK"
com_videoRam "2048"
seta image_filter "GL_LINEAR_MIPMAP_NEAREST" (this suppose to be better in DOOM 3 original. Default is LINEAR, rather than NEAREST. From what I remember from the old TweakGuides website, this is suppose to utilize Anistropy in a specific way, resulting in slightly sharper textures).

Feel free to toss in some ideas. I'm not sure if I should be leaning more towards Rage tweaks, or old Doom 3. It seems to utilize a mixture of both.
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T. tacks Rims
 
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Post » Fri Nov 16, 2012 6:50 am

Problem is they did not include the uncompressed textures so no matter what setting you use in the config file you will be using compressed textures ( you can't use non compressed textures once they have been saved with compression as the quality loss is already in the file and there is no way of getting it back -- to use uncompressed textures id would have to release them from the source files but this release only has the compressed images included - once a texture has been saved as DXT5 compressed the artifacts etc. are in the file and you can't get back the original quality !
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xxLindsAffec
 
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Post » Fri Nov 16, 2012 6:17 am

There are huge improvements for 3D on PC by editing convergence settings that are not in the menu... listed here: http://www.mtbs3d.com/index.php?option=com_content&view=article&id=13189:how-to-get-doom-3-bfg-to-deliver-in-3d&catid=35&Itemid=73 and here http://3dvision-blog.com/8439-doom-3-bfg-edition-is-out-now-with-stereoscopic-3d-support/#comments and here http://www.tridef.com/forum/viewtopic.php?f=9&p=12588. Of course, you can up Anistropic filtering to 16 and Antialiasing (multisampling) to 8 within the console or d3cfg file in your User\My Docs\Saved Games\id software\Doom 3 BFG\Base folder.
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Minako
 
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Post » Fri Nov 16, 2012 7:39 am

JDFan, that might be incorrect. The textures for HIGH and ULTRA settings were always the same (this was confirmed by Bethesda support yesterday) from vanilla Doom 3. So the textures on the disc are the same as Ultra quality... but the renderer is importing them in their uncompressed form and then compressing them throughout their level placement, which is the new DXT5 renerer that D3 vanilla did not use. So the textures we need ARE there in the .pk3 files... however the engine rendering pulls them in using a compression algorithim to reduce load time and increase performance before it displays them on the screen. (which there may still be switches in the console to reduce that compression or disabled it completely if someone can find out how). Or so the update from Gstaff from yesterday implied it...
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Stephanie Kemp
 
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Post » Fri Nov 16, 2012 12:43 am

Actually in his post http://www.gamesas.com/topic/1417244-no-options-to-adjust-video-settings/page__view__findpost__p__21662334 He says they were released using DXT compression since it made no perceptible difference yet did result in significant memory usage savings !

DOOM 3 BFG uses the same resolution textures as both the "High" and "Ultra" quality settings in the original DOOM 3. The game uses YCoCg-DXT5 compression which results in almost no perceptual difference in quality compared to uncompressed textures while still providing a significant storage savings and an improvement in rendering performance.

In the original release the textures for High and Ultra were the same except Ultra was used non compressed and High used compression on them.
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Patrick Gordon
 
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Post » Fri Nov 16, 2012 8:59 am

Im still trying to figure out if that means the original textures are there, and just being recompressed on the fly by the renderer as the game loads them into place, or if they were recompressed from the original format and the game just loads that directly
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Phillip Hamilton
 
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Post » Fri Nov 16, 2012 11:05 am

It should be possible to pull the original textures from the original .pk4 files and pop them in your gamedir as a content mod.
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Penny Courture
 
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Post » Fri Nov 16, 2012 8:03 am

Im still trying to figure out if that means the original textures are there, and just being recompressed on the fly as the game loads them into place, or if they were recompressed from the original format and the game just loads that directly

I believe it means they took the original Ultra non compressed textures and compressed them using the DXT5 compression setting and that is what is on the disk and included in the download (which makes sense since the filesize is reduced by a factor of 4x using this method ! - so since most of the installs are now digital downloads it saves them $ by reducing the bandwidth needed to download the game files. -- Problem is doing this does effect the quality of the texture and once they are saved using the compression the artifacts are in the file and can not be removed unless you have access to the original files --- This is why when designers are making the textures they always save the interim files in an uncompressed format until the final image (each time you save with compression you increase the amount of loss in quality since the compression algorithm is never perfect and will always introduce errors into the file)
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Amy Siebenhaar
 
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Post » Fri Nov 16, 2012 7:22 am

thanks for that info... didn't clearly understand what the DXT5 compression was, if that was done prior and that's on the disc or if its done realtime by the renderer from source material
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Laura Mclean
 
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Post » Thu Nov 15, 2012 11:39 pm

you can find most commands in console on d3 from entering say listcvars and just pressing enter makeing it easier to find tweakable commands but i recommend only tweak what you know and understand .

another way is to open console and type R and then press tab which will show all commands that start with r_,this can be also done with g, ui,net,com etc.




but some tweaks can be helpful and fun example:
// SOUNDCONTROLL//

set s_volume_db "-40" // lets start with no Sound

bind KP_MINUS "vstr volume0" // bind -

bind KP_PLUS "vstr volume0" // bind +

set volume0 "s_volume_db -40; bind KP_MINUS vstr volume100; bind KP_PLUS vstr volume20;"

set volume20 "s_volume_db -32; bind KP_MINUS vstr volume0; bind KP_PLUS vstr volume40;"

set volume40 "s_volume_db -24; bind KP_MINUS vstr volume20; bind KP_PLUS vstr volume60;"

set volume60 "s_volume_db -16; bind KP_MINUS vstr volume40; bind KP_PLUS vstr volume80;"

set volume80 "s_volume_db -8; bind KP_MINUS vstr volume60; bind KP_PLUS vstr volume100;"

set volume100 "s_volume_db -0; bind KP_MINUS vstr volume80; bind KP_PLUS vstr volume0;"

this controls my ingame sound from the keypad plus and minus keys it works in d3 original as well as bfg

aslo you can toggle the always run option set guy to always run in mp then in console type in_togglerun "1" now the key you have binded to run will toggle so you can be more sneaky in those mp matches just press button once to run press again to walk switching them when you want there use good command for competitive play.

hope this info helps and my ingame name is B!Z3

Cheers!!
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Natasha Callaghan
 
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