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Deform In Quake 4...?
Posted: Fri Oct 27, 2006 3:08 pm
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?
Posted: Fri Oct 27, 2006 4:46 pm
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.
Posted: Fri Oct 27, 2006 7:08 pm
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
Posted: Sat Oct 28, 2006 2:01 am
by Black_Dog
That has got to be wrong - you can see the vertexes moving on a deform flare quad.
Posted: Sat Oct 28, 2006 12:52 pm
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).
Posted: Sat Oct 28, 2006 3:30 pm
by obsidian
Vertex shaders?
Posted: Sat Oct 28, 2006 3:35 pm
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