Whatever I supplied right now is first-party docs and source code, straight from iD. Doom 3 and Doom 3 BFG use exactly identical normal maps - all assets in Doom 3 BFG that use normal maps are from original Doom 3. I am not sure how Rage is different (most likely using same kind of normal maps) when it comes to model mesh…
I don't think there is whole a lot of actual documentation for idTech 4 as you can imagine idSoftware was never good at having user friendly / designer friendly tech :) However, unlike any other engine, idTech 4 comes with full source code: Doom 3 : https://github.com/TTimo/doom3.gpl Doom 3 BFG :…
We are happy to implement more engines if we can get the documentation required to do so. Generally we need code snippets covering: Information on how mesh tangents are created How triangulation is handled How normals are computed or if they are imported How tangents are interpolated across a triangle Information about any…
hey question, if you buy a pro licence , do you have access to the source code if you wanted to add a new exporter target type? In this case maybe a propitiatory engine of a sort?
handplane v1.2 is out today. The major changes are to the code that automatically selects the correct channel and object orientation for you lowpoly. Also, a Maya 2014 plugin has been added to the installer. http://www.handplane3d.com/handplane_v1.2.rar
We don't have an SDK but if there are any studios looking for this we are more than happy to put together a private build with a custom TB output. The documentation requirements can be narrowed down to small snippets of very mundane code so there is very little exposure of proprietary information.
I'll test out the new UE4 implementation soon. Can you link me to jordan's post so I can determine when that updated render code is released? If it works well it is definitely something we would want to support.
I had a look at the code... might take a while to figure out where the actual tangent basis bit is :P I'm basing this on... https://support.gamebryo.com/index.php?app=wiki&page=LSmaxMaterials13 Which seems to suggest there's 3 options; Max, ATI or Gamebryo. Although this page suggests that ATI is the default?…
There's a couple of things you can do to work around it, but they're more expensive to compute and the good version isn't easily compatible with Surface Shaders. To improve things, you can normalize the light and view vectors per pixel in the surface shader. To fix things, you need to convert the tangent space map to…