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Updated RELEASE-NOTES with glTF2 changelog
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@ -109,14 +109,7 @@ You can fork RBDOOM-3-BFG and create a new renamed binary that includes all requ
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If you want to see what is planned or in progress in a Trello/Kanban style manner look here: [RBDOOM-3-BFG projects](https://github.com/RobertBeckebans/RBDOOM-3-BFG/projects)
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Very certain short term goals are to port and extend some improvements from Justin Marshall's [Iced-Hellfire-Dev](https://github.com/jmarshall23/Doom3BFG) branch:
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* Assimp -> MD5 converter pipeline to generate .md5mesh/.md5anim files from any FBX, DAE, glTF2 files
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* Improve MD5 files with a new Version 11 that allows to store normals for better control of smoothing groups
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* Native C++ weapons code
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* Native C++ AI & monsters code
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* Quake 3 gladiator multiplayer bot
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Other short term goals:
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Short term goals:
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* DX12/Vulkan renderer backend using the [NVIDIA Rendering Hardware Interface](https://github.com/NVIDIAGameWorks/nvrhi) by Stephen Pridham which will lead the path to advanced Ray Tracing techniques
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* Optional RmlUI support as an alternative to Flash
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@ -18,6 +18,69 @@ _______________________________________
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TBD - RBDOOM-3-BFG 1.5.0
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_______________________________
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## .plan - Sep 04, 2022
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This build based on the 635-nvrhi3 branch adds glTF2 support to RBDOOM-3-BFG and TrenchBroom.
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Big thanks to Harrie van Ginneken (VrKnight) for contributing this major feature.
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The glTF2 support doesn't rely on thirdparty loaders and is a native id Tech 4x implementation.
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Material names in Blender need to be 1:1 the material names defined in the corresponding materials/*.mtr files.
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Models are expected to be exported by Blender with the following settings:
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Format: glTF Binary (.glb)
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Transform: +Y Up
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Materials: Export
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Images: None
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Compression: Off
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Changelog:
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* Added glTF2 model loader for static and animated models
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* Changed dmap to support compiling maps from gtTF2 .glb models instead of .map files
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* Added support for MapPolygonMeshes to the AAS compiler
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## .plan - Jul 03, 2022
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This build targets several problems when using the bakeEnvironmentProbes and bakeLightGrid commands using the NVRHI/DX12 backend.
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So the commands are producing the same results as the OpenGL backend now.
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* Don't use TAA jitter when capturing env probes!
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* Always clear the envprobe FBO for lightgrid capturing
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* Print engine version when starting to write a qconsole.log
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* Fixed window icon by adding the missing doom.rc
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## .plan - Jun 27, 2022
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This build targets several problems when compiling maps with dmap and it adds GPU Skinning to the DX12 backend.
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* Merged GPU skinning code by SP and did additional refactoring
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* Don't generate collision models for every rendermodel in advance. Restored vanilla Doom 3 behaviour.
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* Dmap: always write a .cm file, especially when overwriting from a mod dir
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* Support the Valve 220 texture projection in MapPolygonMesh::ConvertFromBrush()
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* Automatically remove map collision .cm, .bcm files before running dmap
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* Crashfix: Don't refesh the screen using prints during engine shutdown
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## .plan - Jun 5, 2022
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This build targets the NVRHI/DX12 crash problems that have been reported since the last build.
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* Fixed rendering of FFmpeg, Binkdec videos and Doomclassic modes #648 677
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* Separate bind set for material textures in the light passes to avoid allocation problems #676
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* Fixed chromatic aberration on right/bottom screen corners
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## .plan - May 29, 2022
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This version replaces OpenGL with DX12 using the NVRHI API.
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@ -1,5 +1,5 @@
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REM 7z a RBDOOM-3-BFG-1.3.1.1-lite-win64-20220109-git-xxxxxxx.7z -r base/env/ base/maps/*.lightgrid base/maps/*_extra_ents.map -x!generated
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set filename=RBDOOM-3-BFG-1.5.0.4-lite-win64-yyyymmdd-git-xxxxxxx.7z
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set filename=RBDOOM-3-BFG-1.5.0.5-lite-win64-yyyymmdd-git-xxxxxxx.7z
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7z a %filename% README.md RELEASE-NOTES.md base/devtools.cfg base/modelviewer.cfg base/extract_resources.cfg base/convert_maps_to_valve220.cfg base/def/*.def base/materials/*.mtr base/textures/common base/textures/editor base/maps/zoomaps -x!generated -xr!autosave -xr!*.xcf -xr!*.blend
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7z a %filename% -r base/renderprogs2/dxil/*.bin
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7z a %filename% base/_tb/fgd/*.fgd
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