Deform In Quake 4...?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Deform In Quake 4...?

Post by o'dium »

Right, In Quake 3 I can flag a certain meterial so that it moves about, i.e., like the skin in Q3DM13. It means that the surfaces waves about like it was in the wind.

Is this possible in Quake 4/Doom 3 without the use of an animated model? Or is it impossible without animation due to changing tangents?
Black_Dog
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Joined: Sat Aug 13, 2005 4:50 am

Post by Black_Dog »

Changing tangents aren't a problem anywhere in d3 that I know of. Anyway, check out http://www.iddevnet.com/doom3/materials.php - there is a section there which lists the deform functions and their syntax.
rgoer
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Joined: Sun Aug 17, 2003 7:00 am

Post by rgoer »

deforms in the doom 3 shader system only deform the texture coordinates--there is no vertex deformation like you had in quake 3
Black_Dog
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Post by Black_Dog »

That has got to be wrong - you can see the vertexes moving on a deform flare quad.
o'dium
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Post by o'dium »

Black_Dog wrote:That has got to be wrong - you can see the vertexes moving on a deform flare quad.
Yeah but it doesn't need normals.

See if you deform a surface with normals, then the normals change and are thus wrong. Just as I thought.

Thanks rgoer, I thought it was that way (Its the same in our engine).
obsidian
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Post by obsidian »

Vertex shaders?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
rgoer
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Post by rgoer »

the flare deform is like the only vertex shader that is implimented out of the box

doom 3 might support custom vertex shaders, but I have never looked into that
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