This build improves the image quality and performance. The SSAO implementation has been updated with the latest code from Nvidia's Donut samples which outperforms the old implementation and also adds better stability on different view angles.
Special thanks to Stephen Saunders for fixing various Linux issues and improving the Vulkan implementation using AMD's Vulkan Memory Allocator (VMA). This allows to run RBDOOM-3-BFG on AMD GPUs on Windows.
There are also many smaller bugfixes listed below.
Changelog:
* Tweaked exportFGD to output more FGDs with autogenerated model definitions
* Blend shadowmaps smoothly in for small distant lights #746
* Skip shadowmaps for small distant lights #746
* Don't allocate non shadow casting lights into the shadow atlas #746
* Added menu option to choose between DX12 and Vulkan
* Fix frame-over-frame timers for F12 screenshots
* Detect displays that only support 144, 165 and 240 Hz
* Define r_vmaAllocateBufferMemory cvar to control if VMA is used for buffer memory allocation
* Add NVIDIA copyright notices to borrowed code in BufferObject_NVRHI.cpp and Image_NVRHI.cpp
This build based on the 635-nvrhi3 branch fixes several issues with the dmap glTF2 workflow and updates TrenchBroomBFG to the latest TrenchBroom 2022.2 RC2 candidate code.
Changelog:
* Inline support for gltf maps; Add "inline" "0" property to a func_static to not inlude it in the map BSP. Defaults to 1 if not set.
* Recursive Entity/Collection support for glTF2 maps
* KHR_lights_punctual point & spot light support
TrenchBroomBFG Changelog:
* Fixed missing support for the basecolormap shortcut in .mtr files
Changelog (since TrenchBroom 2022.1)
Features
#3449, #2628, #719: Add support for modern model formats via the assimp library (@EludeQ)
Enhancements
#4078: Allow texture reset shortcut in 2D views
#4059: Allow texture nudging etc. on a shift-clicked face while in vertex, edge or face mode
Bug fixes
#4045: Don't crash when showing a file dialog on Linux
#4038: Repair model expressions that reference a non-existing spawnflags property
#4051: Disallow adding entity property if it leads to inconsistent linked group updates
#4059: Don't crash if linked groups temporarily exceed world bounds during update
#4089: Fix shortcuts sometimes not working
#4113: Don't move unrelated objects when creating a point entity
This build based on the 635-nvrhi3 branch repairs the loading of animated glTF2 models (thanks to Harrie van Ginneken) and an updated version of TrenchBroom.
All models need to be reexported by Blender using the enabled +Y Up option.
Models are expected to be exported by Blender with the following settings:
```
Format: glTF Binary (.glb)
Transform: +Y Up On
Materials: Export
Images: None
Compression: Off
Data: Custom Properties On
Animation: Animation On, Shape Keys On, Skinning On
```
Changelog:
* Added new Imgui Aritulated Figure editor by Stephen Pridham (forgot to mention this in the last Changelog)
* Fixed math problem and transposed idMat4::ToMat3()
* Repaired glTF2 skeletal animations for the Y-Up case
* Fixed glTF2 boneless TRS animations
* Fixed dmap .glb world+entity geom for the Y-Up case
* Renormalize normals & tangents from dmap .glb import
* Fixed random Unknown punctuation error while loading a glTF2 model
* Transform entity geometry for dmap -glview .obj output into world space
* Moved BSP visualization into separate dmap -asciiTree option
* Renamed custom TrenchBroom fork to TrenchBroomBFG
* Change TrenchBroomBFG to only load Doom 3 related game profiles as it breaks compatibility to other Quake based games
* TrenchBroomBFG was updated with the latest TrenchBroom/master code which involves a couple of bugfixes for linked groups (instancing)
* If you turn off certain brushes like visportals in the View Options you won't accidently select by clicking to brushes behind them
This build based on the 635-nvrhi3 branch improves the glTF2 support for mapping with Blender and adds back OGG Vorbis support for custom soundtracks.
Models are expected to be exported by Blender with the following settings:
Format: glTF Binary (.glb)
Transform: +Y Up Off <--BIGCHANGE:itwasOnlasttime
Materials: Export
Images: None
Compression: Off
Data: Custom Properties On
Similar to modern Quake sourceports users can now just throw their favorite soundtrack into base/music/ like base/music/aqm/*.ogg or into a modfolder/music/ path.
The game will play automatically it in the background as a looping track until the end of the map.
Each map will pick a different track but mappers can also define a "music" track in the worldspawn entity.
You can also fine tune the volume of each track if you write a sound shader for your files.
There is an example in mod_alternativequakemusic/sound/_rbdoom_aqm_tracks.sndshd for the Alternative Quake Music sound track.
Changelog:
* Improved Quake .map converter to get Makkon's samplemaps working
* Tweaked dmap -glview option to dump an .obj next to the .proc file with similar content and to print an ASCII art BSP tree in the proc file
* Bumped the required C++ standard to C++14
* TrenchBroom's glTF2 support was changed to properly display models that were exported from Blender with the +Y-Up option ticked OFF
* Added ancient oggvorbis code from vanilla Doom 3
* Merged Ogg Vorbis support from DNF id Tech 4 branch (thanks to Justin Marshall for making .ogg working with the BFG sound engine)
* Scan for music/*.ogg files and play a different track for each map
* You can start the Vulkan backend with +set r_graphicsAPI Vulkan
* Fixed several Vulkan related bugs like the swapchain problem. It is not playable yet
* The Icedhellfire mod contains AAS files for the ROE maps
NVRHI (NVIDIA Rendering Hardware Interface) is a library that implements a common abstraction layer over multiple graphics APIs (GAPIs): Direct3D 11, Direct3D 12, and Vulkan 1.2. It works on Windows (x64 only) and Linux (x64 and ARM64).
The initial port to NVRHI and major work was done by Stephen Pridham. Big thanks for that!
* SMAA has been replaced with a Temporal Anti Aliasing solution by Nvidia. This not only fixes geometric aliasing but also shader based aliasing like extreme specular highlights by the PBR shaders.
* The MSAA option is gone for the moment
* Shadow mapping uses a fat shadowmap atlas instead of switching between shadowmap buffers and the HDR render target for each light
* Shaders are not compiled at runtime anymore. They are compiled in advance by CMake using the DXC shader compiler and distributed in binary form under base/renderprogs2/dxil/*.bin
This version improves support for mapping with TrenchBroom. Until now you needed to extract and copy the vanilla Doom 3 models and textures over to the base/ folder to see the content in the TrenchBroom entity browser and texture viewer.
Owning the original game next to the BFG edition is not necessary anymore.
This version comes with a couple of new RBDOOM-3-BFG console commands that lets you export particular parts of the .resources files to the base/_tb/ folder.
You need to call exportImagesToTrenchBroom once and you are good to go to start mapping with the TrenchBroom level editor.
TrenchBroom comes with several more Doom 3 specific changes. After loading a map TrenchBroom generates unique entity names and also fixes missing or bad "model" keys for brush based entitites.
Also creating new entities like light will automatically receive names like light_2.
This patch also contains a couple of func_group related bugfixes. func_group works now with brush based entities, point entities and just regular brushes.
* Added RBDoom console command convertMapToValve220 `<map>`. You can also type `exec convert_maps_to_valve220.cfg` to convert all Doom 3 .map files into the TrenchBroom friendly format. Converted maps are saved with the _valve220.map suffix.
* Added RBDoom console command exportModelsToTrenchBroom which saves all .base|.blwo|.bmd5mesh models to _tb/*.obj proxy files. This commands also generates helper entities for TrenchBroom so all mapobject/models are also available in the Entity Inspector using the DOOM-3-models.fgd.
* Added RBDoom console command makeZooMapForModels which makes a Source engine style zoo map with mapobject/models like .blwo, .base et cetera and saves it to maps/zoomaps/zoo_models.map. This helps mappers to get a good overview of the trememdous amount of custom models available in Doom 3 BFG by sorting them into categories and arranging them in 3D. It also filters models so that only modular models are picked that can be reused in new maps.
The main goal of this 1.3.0 release is enabling modders the ability to make new content using up to date Material & Lighting standards. Adding PBR is a requirement to make the new content look the same in RBDOOM-3-BFG as in Blender 2.9x with Cycles or Eevee and Substance Designer. PBR became the standard material authoring since 2014. Many texture packs for Doom 3 like the Wulfen & Monoxead packs were made before and are heavily outdated. With this release modders can work with modern tools and expect that their content looks as expected.
Implementing Physically Based Rendering (PBR) in Doom 3 is a challenge and comes with a few compromises because the Doom 3 content was designed to work with the hardware constraints in 2004 and that even meant to run on a Geforce 3.
The light rigs aren't made for PBR but it is possible to achieve good PBR lighting even with the old content by tweaking the light formulars with a few good magic constants. However I also want to support the modding scene to allow them to create brand new PBR materials made with Substance Designer/Painter or other modern tools so multiple rendering paths have been implemented.
PBR allows artists to create textures that are based on real world measured color values and they look more or less the same in any renderer that follows the PBR guidelines and formulars.
Doom 3 BFG is a big game. Doom 3, Resurrection of Evil and Lost Missions sum up to 47 big single player levels with an average of ~60 - 110 BSP portal areas or let's call them rooms / floors. Each room can have up to 50 shadow casting lights and most of them are point lights.
I needed a good automatic solution that fixes the pitch black areas without destroying the original look and feel of the game.
I also needed to add environment probes for each room so PBR materials can actually reflect the environment.
So RBDOOM-3-BFG comes with 2 systems to achieve this and both are automatic approaches so everything can be achieved in a reasonable amount of time.
The first system are environment probes which are placed into the center of the rooms. They can also be manually tweaked by adding env_probe entities in the maps. They use L4 spherical harmonics for diffuse reflections and GGX convolved mip maps for specular reflections.
The second system refines this by using a light grid for each room which provides a sort of a localized/improved version of the surrounding light for each corner of the room.
RBDOOM-3-BFG 1.3.0 brings back the Quake 3 light grid but this time the grid points feature spherical harmonics encoded as octahedrons and it can be evaluated per pixel. This means it can be used on any geometry and serves as an irradiance volume.
Unlike Quake 3 this isn't radiosity which is limited to diffuse only reflections. The diffuse reflectivity is built using all kinds of incoming light: diffuse, specular and emissive (sky, light emitting GUIs, VFX).
This will generate a ***.lightgrid*** file next to your .map file and it will also store a light grid atlas for each BSP area under ***env/maps/<path/to/your/map/>***
Quake 3 had one light grid that streched over the entire map and distributed lighting every 64 x 64 x 128 units by default.
If the maps were too big then q3map2 made the default grid size broader like 80 x 80 x 144, 96 x 96 x 160 and so on until the maximum number of light grid points was reached.
The Quake 3 approach wouldn't work with Doom 3 because the maps are too big and it would result in up to 800k probes for some maps or the grid density would very coarse.
This way we can maintain a good grid density and avoid wasting storage because of light grid points that are in empty space.
> But what is an Irradiance Volume or Light Grid exactly?
It tells each model or lit pixel how the indirect diffuse lighting is coming from any direction. The Probulator page by Yuri O'Donnell has some good examples:
Left: The captured view using a panorama layout. Right: The Diffuse lighting using Level 4 Spherical Harmonics aka Irradiance.
Now think of this for each of the grid points in RBDOOM-3-BFG. If a model is placed between those probes the lighting will be interpolated by the nearest 8 grid points similar like in Quake 3.
Quake 3 only stored the dominant light direction, the average light color of that direction and an ambient color term for each grid point.
In RBDOOM-3-BFG you basically can have the diffuse lighting information for **any** world space direction instead.
Environment probes supplement the light grids. While light grids provide diffuse lighting information the signal isn't good enough to provide plausible specular light reflections. This is where environment probes are needed.
If a level designer doesn't put any env_probe entities into a map then they are automatically distributed through the map using the BSP area bounds and placed in the center of them.
Environment probes can be computed after loading the map and by typing:
```
bakeEnvironmentProbes
```
This will generate EXR files in ***env/maps/<path/to/your/map/>***.
The environment probes use an octahedron encoding and the specular mipmaps are convolved using the Split Sum Approximation by Brian Karris [Epic 2013]. Convolving the environment probes is done on the CPU using the id Tech 5 multi threading code so it will consume all your available cores.
For artists this basically means if you increase the roughness in your material then you increase the mip map level of the environment probe it samples light from and it gets blurier.
If you haven't downloaded the additional baked light data from the [RBDOOM-3-BFG ModDB Page](https://www.moddb.com/mods/rbdoom-3-bfg) and just run RBDOOM-3-BFG.exe with the required DLLs (or you built it yourself) it will use an internal fallback.
RBDOOM-3-BFG.exe has one prebaked environment probe that is compiled into the executable.
It's the light data from the Mars City 1 lobby in the screenshot above. Using this data for the entire game is inacurrate but a better compromise than using a fixed global light direction and some sort of Rim lighting hack like in version 1.2.0.
The default irradiance / radiance data gives the entire game a warmer look and it fits for being on Mars all the time.
Left: No extra ambient pass. Ambient is pure black like in original Doom 3. Right: Extra ambient pass with r_forceAmbient 0.5 using local environment probe for irradiance and radiance lighting.
It's usually rendered with Blinn-Phong specular with a fixed specular exponent.
Specularmaps are more or less Gloss maps.
In RBDOOM-3-BFG it uses the PBR GGX Cook-Torrence formular and you can vary the roughness along the material like in other modern engines and you usually define a texture with the _rmao suffix.
The engine will also look for _rmao.[png/tga] overrides for old materials and if it finds those it will render them using a better PBR path. Old school specularmaps also go through a GGX pipeline but the roughness is estimated from the glossmap.
The Ambient Occlusion will be mixed with the Screen Space Ambient Occlusion and will only affect indirect lighting contributed by the environment probes.
## Filmic Post Processing
TL;DR If you enable it then you play DOOM 3 BFG with the optics of a Zack Snyder movie.
This release adds chromatic abberation and filmic dithering using Blue Noise.
The effect is heavy and is usually aimed in Film production to mix real camera footage with CG generated content.
Dithering demonstration: left side is quantized to 3 bits for each color channel. Right side is also only 3 bits but dithered with chromatic Blue Noise. The interesting fact about the dithering here is shown in the upper debug bands.
The first top band is the original signal. The second shows just 8 blocks and if you dither the those blocks with Blue Noise then it is close to the original signal which is surprising.
***This is still very much Work in Progress and not supported by the official TrenchBroom.***
Mapping for Doom 3 using TrenchBroom requires an extended unofficial build that is bundled with the official RBDOOM-3-BFG 7z package.
You can find the customized version under tools/trenchbroom/.
Doom 3 also requires some extensions in order to work with TrenchBroom. I usually develop these things for RBDOOM-3-BFG but I created a seperated brach for vanilla Doom 3 so everybody can adopt TrenchBroom and the new Doom 3 (Valve) .map support.
The goal of the TrenchBroom support is to make it easier to create new maps. It doesn't allow to create bezier patches at the moment so you won't be able to edit existing Doom 3 maps.
You can only save maps to the Doom 3 Valve format but you can copy paste from the vanilla Doom 3 .map format into the Doom 3 (Valve)configuration and reset your texture alignment as you want.
TrenchBroom doesn't support brush primitives like in D3Radiant or DarkRadiant and if you are familiar with TrenchBroom then you know that the preferred .map format is some kind of (Valve) .map format for your game.
The Quake 1/2/3 communities already adopted the Valve .map format in the BSP compilers and I did the same with dmap in RBDOOM-3-BFG.
Here is an overview of the changes made to TrenchBroom:
* Doom 3 .map parser with brushDef3, patchDef2, patchDef3 primitives
* Doom 3 Valve .map configuration
* Quake 3 .shader parser adopted to support .mtr
* .mtr support includes support for Doom 3 diffuse stages and the lookup for them is like in idMaterial::GetEditorImage()
* New Doom 3 OBJ parser. My TB Interop branch automatically creates OBJ files to work with TB and it also allows seamless interop with Blender 2.8x and 2.9x with the need of additional model formats for func_static entities (like misc_model for Quake 3)
* It has no support for BFG .resource files and .bimage files. BFG only shipped for precompressed textures and no .tga files so people who want to mod for BFG have to copy the vanilla D3 base/textures/* and base/models/* to D3BFG/base/
* Many entities work differently in Doom 3 if they have an origin. Brush work in D3 is usually stored in entity space and not world space. This is a major issue and not solved. I couldn't figure out how to parse the origin first and then translate the brushes accordingly.
* Doom 3's primary model formats are LWO and ASE. LWO and .md5mesh model support is missing.
* Some ASE models can't be loaded and materials are usually all wrong if loaded
### Some Scenes of Mars City 1 loaded into TrenchBroom
* Changed light interaction shaders to use PBR GGX Cook-Torrance specular contribution. The material roughness is estimated by the old school Doom 3 glossmap if no PBR texture is provided
* Improved r_hdrDebug which shows F-stops like in Filament
* Turned off r_hdrAutomaticExposure by default because it caused too much flickering and needs further work. The new default values work well with all Doom 3 content
* SSAO only affects the ambient pass and not the direct lighting and the ambient occlusion affects the specular indirect contribution depending on the roughness of a material. See moving Frostbite to PBR (Lagarde2014)
* Added HACK to look for PBR reflection maps with the suffix _rmao if a specular map was specified and ends with _s.tga. This allows to override the materials with PBR textures without touching the material .mtr files.
* idMapFile and dmap were changed to support the Valve 220 .map format to aid mapping with TrenchBroom
* Added exportFGD [models] console command which exports all def/*.def entityDef declarations to base/exported/_tb/ as Forge Game Data files. TrenchBroom has native support to read those files https://developer.valvesoftware.com/wiki/FGD.
Using the models argument will also export all needed models by entity declarations to base/_tb/ as Wavefront OBJ files.
* To make it easier getting static models from Blender/Maya/3D Studio Max into TrenchBroom and the engine Wavefront OBJ model support has been ported from IcedTech
* Improved Screen Space Ambient Occlusion performance by enhancing the quality with Blue Noise and skipping the expensive extra bilateral filtering pass
* Updated idRenderLog to support RenderDoc and Nvidia's Nsight and only issue OpenGL or Vulkan debug commands if the debug extensions are detected. Reference: https://devblogs.nvidia.com/best-practices-gpu-performance-events/
* Allow _extra_ents.map files next to the original .map files so new entities can be added to existing maps or old entities can be tweaked with new values