mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 07:00:58 +00:00
Schedule 1.5.0 Release on 29 April
This commit is contained in:
parent
4cf27568ef
commit
b9c8d21317
1 changed files with 11 additions and 3 deletions
|
@ -15,7 +15,7 @@ Thank you for downloading RBDOOM-3-BFG.
|
|||
|
||||
_______________________________________
|
||||
|
||||
22 April 2023 - RBDOOM-3-BFG 1.5.0
|
||||
29 April 2023 - RBDOOM-3-BFG 1.5.0
|
||||
_______________________________
|
||||
|
||||
# RBDOOM-3-BFG 1.5.0 adds DX12, Vulkan and glTF 2 Support
|
||||
|
@ -143,13 +143,21 @@ Data: Custom Properties On
|
|||
Animation: Animation On, Shape Keys Off, Skinning On
|
||||
```
|
||||
|
||||
On top of that you can also use glTF 2 for new camera animations but that needs to be covered in an upcoming tutorial.
|
||||
|
||||
## glTF 2 dmap Support and Blender Mapping Workflow
|
||||
|
||||
I rewrote dmap 8 years ago to compile a BSP from a polygon based map format instead of brushes.
|
||||
Now, Harrie van Ginneken has extended it so we can compile glTF 2 files.
|
||||
The trick is to use custom properties in Blender and they can be passed to the engine like it would be a .map file.
|
||||
|
||||
There is too much to explain here and this needs to be covered in a tutorial along with a new Blender addon for editing the entities. But this is quite cool. You can now make maps without TrenchBroomBFG or a Radiant based editor.
|
||||
Harrie managed to port entire asset packs with animations and hundreds of meshes by using a few clever Python scripts within Blender.
|
||||
|
||||
Here is a small demo of his WIP game which shows GPU skinning using Mixamo animations and a working BSP with typical Doom 3 style portal culling:
|
||||
|
||||
[](https://www.youtube.com/watch?v=KdwInY0A_qs)
|
||||
|
||||
There is too much to explain here and this needs to be covered in a tutorial series along with a new Blender addon for editing the entities. But this is quite cool. You can now make maps without TrenchBroomBFG or a Radiant based editor.
|
||||
|
||||
Just save your map as .glb file and compile it like:
|
||||
|
||||
|
@ -161,7 +169,7 @@ Here is an example map by Dmitri Engman that was done completely in Blender. Kud
|
|||
|
||||
[](https://www.youtube.com/watch?v=8t7rzVGQScY)
|
||||
|
||||
He also wrote a Tutorial here: https://modwiki.dhewm3.org/RBDoom3BFG-Blender-Mapping#2-BLENDER-SET-UP
|
||||
He also wrote a tutorial here: https://modwiki.dhewm3.org/RBDoom3BFG-Blender-Mapping#2-BLENDER-SET-UP
|
||||
|
||||
## Imgui Articulated Figure Editor
|
||||
|
||||
|
|
Loading…
Reference in a new issue