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Modding the lighting and specular as in idtech
Radiance Offline
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#1
Modding the lighting and specular as in idtech

Is it possible to mod the lighting and specular maps with doom open source engine?
https://github.com/id-Software/DOOM-3-BFG
It's written in C++. I would like to rewrite it just to test it out.
Is this possible?
01-31-2016, 01:23 PM
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A.M Team Offline
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#2
RE: Modding the lighting and specular as in idtech

HPL3 has C++ elements but ultimately it's an Angel Script engine. You would have to rewrite it from scratch to achieve the effects you want.
01-31-2016, 01:26 PM
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Abion47 Offline
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#3
RE: Modding the lighting and specular as in idtech

Like DocPoo said, HPL3 may have C++-like syntax but it is actually a language called AngelScript. You don't have access to any of the C++ deeper capabilities, and in fact, you don't even have access to any functions outside of what is declared in the hps_api.hps file (or in other script files that also ultimately point back to that one file).

That being said, maybe this isn't what you were asking. Was there a particular effect or feature in the Doom engine that you were interested in replicating?
(This post was last modified: 01-31-2016, 01:32 PM by Abion47.)
01-31-2016, 01:32 PM
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Radiance Offline
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#4
RE: Modding the lighting and specular as in idtech

(01-31-2016, 01:32 PM)Abion47 Wrote: You don't have access to any of the C++ deeper capabilities, and in fact, you don't even have access to any functions outside of what is declared in the hps_api.hps file (or in other script files that also ultimately point back to that one file).

Why there isn't access of the C++ deeper capabilities?
Quote:That being said, maybe this isn't what you were asking. Was there a particular effect or feature in the Doom engine that you were interested in replicating?

Only specular bump map and lighting rendering.

What about particle system ?
(This post was last modified: 01-31-2016, 02:08 PM by Radiance.)
01-31-2016, 02:04 PM
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Abion47 Offline
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#5
RE: Modding the lighting and specular as in idtech

(01-31-2016, 02:04 PM)brus Wrote: Why there isn't access of the C++ deeper capabilities?

Because it isn't C++. AngelScript is a sandboxed scripting language, meaning that it is only as powerful as the game allows it to be. While FG has made HPL3 pretty damn powerful, it's still just a scripting language at the end of the day, and it cannot be as powerful or as flexible as a compiled language, particularly one like C++.

(01-31-2016, 02:04 PM)brus Wrote: Only specular bump map and lighting rendering.

What about particle system ?

I'm not sure what you mean by lighting rendering. HPL3 uses light sources and supports specular maps. It also has a fairly hefty support for particle systems, even going so far as to have a dedicated editor for designing them.
01-31-2016, 02:29 PM
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