Leval editor and mod tools

Post » Fri Nov 16, 2012 1:09 am

Will we be getting the Doom 3 leval editor and mod tools? also if we are getting that can we also have the leval editor for Doom 1 & 2 as well?
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Kat Ives
 
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Post » Thu Nov 15, 2012 11:14 pm

Of course, right after the RAGE mod tools.
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Donald Richards
 
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Post » Thu Nov 15, 2012 11:02 pm

http://www.eurogamer.net/articles/2012-10-25-rage-mod-tools-real-soon-now-a-frustrated-carmack-says :lmao:

But i'd imagine you can use the classic doom mod tools for the old IWADs. For Doom3 the editor was started by command line switch "-editor" IIRC, but i wouldn't bet on that working with the BFG edition.
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Lucy
 
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Post » Fri Nov 16, 2012 8:00 am

The DOOM 3 BFG editor will most likely be made by enthusiasts after the source code is released. And they'll fix the game - will bring back the flashlight and stuff.
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rae.x
 
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Post » Fri Nov 16, 2012 4:15 am

Doom 3 bfg is going gpl, full open source, so all you will have to do is compile the code and you'll have the editor.
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i grind hard
 
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Post » Fri Nov 16, 2012 2:23 am

Word is that existing content mods are capable of working with BFG Edition, so that indicates that the map/etc formats either haven't changed or are still supported by the new engine. So why not just use the old tools then?
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Jonathan Braz
 
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Post » Fri Nov 16, 2012 5:04 am

Just one question though. How do you load mods off the BFG Edition? Does it have a mods tab in the main menu like the old Doom3?
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Reanan-Marie Olsen
 
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Post » Fri Nov 16, 2012 3:50 am

I've tried sikkmod 1.2, but first I deleted everything execpt for "def" folder in pk4., tweek some weapon paremeters then set fs_game sikkmod, BFG launchs with sikkmod, coz it creates sikkmod folder with savegames and configs, but I didn't notice any changes in weapons....it seems like BFG ignores non "resourse" content.....may be someone find a walkaround)
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Matt Bigelow
 
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Post » Fri Nov 16, 2012 11:27 am

Doom 3 bfg is going gpl, full open source, so all you will have to do is compile the code and you'll have the editor.
I think BrianH said they took the tools out, which I took to mean out completely. I would do if building the same codebase across three platforms.

As far as I can see nothing too dramatic has changed structurally, other than binarization (?) of some assets and new formats for others. I think the way forward with BFG GPL is to backport the good bits while retaining the other aspects that make modding easy and open.
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brandon frier
 
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Post » Fri Nov 16, 2012 5:39 am

[color=#A8A8A8]I think BrianH said they took the tools out, which I took to mean out completely. I would do if building the same codebase across three platforms.[/color]

If they completely took the tools out of the codebase how did they make changes to all the levels? :). You can look at the original gpl doom 3 code your self, there is a macro you can undefine to not build the tool code in your codebase. If you physically took it out of the codebase just to get it to compile your thinking like a first year programmer :), as I mentioned you can block out code without actually take it out. Preprocessor ftw.
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Amy Melissa
 
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Post » Thu Nov 15, 2012 10:34 pm

I've tried sikkmod 1.2, but first I deleted everything execpt for "def" folder in pk4., tweek some weapon paremeters then set fs_game sikkmod, BFG launchs with sikkmod, coz it creates sikkmod folder with savegames and configs, but I didn't notice any changes in weapons....it seems like BFG ignores non "resourse" content.....may be someone find a walkaround)
Sikkmod wasn't really a pure content mod. You should try Wulfen's Texture Pack.
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Kevin Jay
 
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Post » Fri Nov 16, 2012 10:28 am

Sikkmod is based around the original Doom 3 shaders which used http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_program.txt and http://oss.sgi.com/projects/ogl-sample/registry/ARB/fragment_program.txt (click on those links if you want to learn what your eyes feel like when they start to bleed).

BFG Edition uses Cg shaders instead.

So of course they're incompatible.
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P PoLlo
 
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Post » Thu Nov 15, 2012 9:49 pm

Sikkmod is based around the original Doom 3 shaders which used http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_program.txt and http://oss.sgi.com/projects/ogl-sample/registry/ARB/fragment_program.txt (click on those links if you want to learn what your eyes feel like when they start to bleed).

BFG Edition uses Cg shaders instead.

So of course they're incompatible.

For the xbox they use CG, actually hlsl and for the ps3 and pc they use glsl with a arb fallback on the PC. Technical programming 101: ARB shaders before PS40+ days allowed programmers to write gpu assembly. Later they came out with higher level gpu languages(aka glsl) that compile down to glsl assembly, on ATI cards now if you want to use DX10/11 features you can't use gpu assembly anymore, which effectively deprecated CG, but a lot of people including my self still find it useful if you have a game thats d3d and opengl, you can share your shaders.
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Chloe Lou
 
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Post » Thu Nov 15, 2012 10:01 pm

[color=#A8A8A8]I think BrianH said they took the tools out, which I took to mean out completely. I would do if building the same codebase across three platforms.[/color]

If they completely took the tools out of the codebase how did they make changes to all the levels? :smile:. You can look at the original gpl doom 3 code your self, there is a macro you can undefine to not build the tool code in your codebase. If you physically took it out of the codebase just to get it to compile your thinking like a first year programmer :smile:, as I mentioned you can block out code without actually take it out. Preprocessor ftw.
Yes, I am perfectly aware of what the preprocessor does. But if it were me and I was checking code in and out of version control on three build systems I'd do all I could to streamline the process. I would also have orignally designed the runtime and tool set as separate binaries. Given that the map format hasn't changed there is no reason that the original editor couldn't be used. On reflection though, it was Willits, not Brian, that said they took the tools out; and coming from him that could well mean //#define ID_ALLOW_TOOLS :)
What I do find odd is that they left the resource extraction and packing tools in the build.
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Life long Observer
 
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Post » Fri Nov 16, 2012 11:25 am

I don't need a 101, I write shaders myself and know this stuff.

Cg is not HLSL; they share a common heritage but have diverged somewhat since the great MS/NVIDIA fall-out. Still some similarites but they should not be treated as the same thing.

Cg can compile down to multiple user-selectable profiles, including HLSL, GLSL, ARB assembly or NVIDIA's own weird variant on ARB assembly.

The GLSL shaders in BFG Edition are compiled down from Cg. You can run BFG under GL Intercept and have a look at them if you wish; here's one: http://pastebin.com/6CukSzaj

GLSL only ever compiled down to ARB on NVIDIA hardware (which used the Cg compiler for it's GLSL). I don't know what ATI/AMD did/does.

Under D3D the gfx card vendor has nothing to do with the initial shader compilation pass. The D3D compiler provided by Microsoft is common to all hardware and compiles the shader to intermediate bytecode, the driver compiles the bytecode to native. This applies whether you use assembly or HLSL (assembly is not native under either GL or D3D and must be compiled to native under both). D3D10/11 disallows assembly for all vendors, not just ATI - that one's even in the documentation (look at the section titled "Shader Model 4 Assembly (DirectX HLSL)" in your DXSDK).
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claire ley
 
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Post » Fri Nov 16, 2012 8:14 am

I never said the source files weren't cg but they compile them offline rather loading via the cg runtime. So what I said was they uses hlsl on the 360 and on the PC and ps3 glsl with arb as a fallback. Extract the resources you'll see what I mean. Look at the new video driver model for post windows vista and you'll see what I'm talking about. The d3d shader compiler is provided by Microsoft but that only applies on the 360.
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BRIANNA
 
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Post » Fri Nov 16, 2012 12:12 am

The d3d shader compiler is provided by Microsoft but that only applies on the 360.

C:\Windows\System32\D3DCompiler_43.dll

I don't think so.
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Scared humanity
 
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Post » Thu Nov 15, 2012 9:48 pm

I was referring to doom 3 bfg only using dx3d on the 360 version.
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Alexander Horton
 
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