Doom 3 .map question

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19 comments, last by reinder 19 years, 7 months ago
Can anyone clarify the Doom 3 map format for me? It seems as there are more then 3 coords per vertex(as seen below). ( 0 0 -1 123 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 How would you go about rendering this?
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maybe it's not a vertex, maybe it's an alpha value of some sort, maybe it's something else entirely. pretty much until someone figures out the map format i wouldn't bother trying to load DOOM3 maps. i'd be incrediably surprised if they didn't significantly change the file format.

-me
its not alpha value(numbers range from positive to negative)....some people have allready figured it out(GTKradiant loads Doom 3 maps).

Mabye it has something to do with bumpmapping or gloss? It actually doesn't look that much different from Quake 3, besides the first vertex has more then 3 points
Mabye someone can help me expand on this...but i think i figured it out:

This is a basic rectangle:

brushDef3
{
( 0 0 -1 0 ) ( ( 0.03125 0 0 ) ( 0 0.0078125 0 ) ) "textures/alphalabs/a_enwall20d" 0 0 0
( 0 0 1 -64 ) ( ( 0.03125 0 0 ) ( 0 0.0078125 0 ) ) "textures/alphalabs/a_enwall20d" 0 0 0
( 0 -1 0 64 ) ( ( 0.03125 0 0 ) ( 0 0.0078125 0 ) ) "textures/alphalabs/a_enwall20d" 0 0 0
( 1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.0078125 0 ) ) "textures/alphalabs/a_enwall20d" 0 0 0
( 0 1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.0078125 0 ) ) "textures/alphalabs/a_enwall20d" 0 0 0
( -1 0 0 0 ) ( ( 0.03125 0 0 ) ( 0 0.0078125 0 ) ) "textures/alphalabs/a_enwall20d" 0 0 0
}


( 0 0 -1 0 ) ( ( 0.03125 0 0 ) ( 0 0.0078125 0 ) ) "textures/alphalabs/a_enwall20d" 0 0 0


The first section is the vertex's, in this case it is a square(but for patches/curvers, it can be any amount of vertexs). The second two sets of numbers are the texture coords for the bump-map, and for the real map. The next section is the texture name(odviouslly), and the last three numbers are ALWAYS 0, might be there for internal compatabilty...
havent tryed doom3 yet (somehow i doubt my celeron433/128mb with gf2mx wont quite do it justice :) )
but anyways that looks very similar to quake3's *.map files.
Quote:Original post by zedzeek
havent tryed doom3 yet (somehow i doubt my celeron433/128mb with gf2mx wont quite do it justice :) )
but anyways that looks very similar to quake3's *.map files.


Does it have a 'Turbo' button?? Try pressing it [smile]
well the first 4 floats look more like a plane to me

take a look in some more .map files and you'll see that the 3 first floats doas always form a unit vector

maybe the other two 3xfloats aren't the texcoords but information of the point in the plane?

but why does a brushDef3 has 6 vertices?
Quote:Original post by crozzbreed23
( 0 0 -1 123 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0


looks like the first four numbers are a plane
the first 3 numbers are the normal, and the fourth is the distance to the plane from the origin (0,0,0)
you can calculate the vertices by intersecting all the planes

edit: damn, too late ;)
Quote:Original post by crozzbreed23
The second two sets of numbers are the texture coords for the bump-map, and for the real map.


I think they are the x and y scales, offsets and rotation values as they are the same on every vertex. Also wouldn't it be easier to have the same texcoords for the diffuse map as for the bumpmap, or maybe convert texcoords if they differ in size?
Quote:Original post by Tree Penguin
Quote:Original post by crozzbreed23
The second two sets of numbers are the texture coords for the bump-map, and for the real map.


I think they are the x and y scales, offsets and rotation values as they are the same on every vertex. Also wouldn't it be easier to have the same texcoords for the diffuse map as for the bumpmap, or maybe convert texcoords if they differ in size?


it's probably a 2x3 matrix..

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