Some guys at Doom 3 World managed to get a megatextured terrain working in doom 3.
This kind of 'proof of concept' has a few drawbacks a 3d rendering-oriented programmer spotted :
- The diffuse map resolution is way too low comparing to QW screenies
- The fragment program just add a LOD on the megatexture chunks
- It seems a single diffuse map cannot get all the details we've seen on various QW screenshots, so is there a detail map or such to be added on top ?
- How is handled the LOD since using it impacts a lot on general performance (all the lods must be loaded on gfx cards to be handled by fragment program...)
So far, the workflow seems very smooth :
- create a 32k x 32k plane with any 3d modeling package
- apply a heightmap (from worldmachine or terragen) as a displacement modifier
- export the model to a .lwo or .ase
- fix material name of the exported model
- create the associated shader :
megatexture/mon_terrain
{
qer_editorimage megatextures\mon_terrain_editeur.tga
{
blend filter
megaTexture mon_terrain.mega
}
{
map _white
blend diffusemap
}
}
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- There you go ![]()
Feel free to play around with this and post your results ![]()