DOOM3 TGAs
by Steve Gibson, May 29, 2002 8:47am PDTI managed to get Activision to be nice enough to hand over the source TGA files for those DOOM3 images that have been out on the web. You can check out the shots here in JPG form, one of which is in 1600x1200 but I've also zipped up the images in their untouched TGA format and you can grab them from Fileshack.
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Comments
1. It appears that the artists have to create both the high-poly model AND the low-poly model. It's not a completly automated process.
2. DOOM3 does not have LOD.
Source: Charles Bloom (coder on munch's oddysee, http://www.cbloom.com/ ) on Flipcode. http://www.flipcode.com/cgi-bin/msg.cgi?showThread=00000923&forum=randombits&id=-1
Scroll down a bit.
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Mostly 1$ and 2$ coins but I'd guess when it's finally full Doom 3 should be released (approx) - around another 6+ months.
I'm saving 15% for ... whatever - just because I don't want to blow it all on a PC, but the rest goes towards some kind of AGP 8X ATI R300 or Nvidia GF5 and a 64bit AMD with 512mb or 1gb ram :)
I'm figuring 2x the speed of my Duron 1240 and GF4 ti 4200 I'll have by that time.
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Trinity was supposed to use bumpmapping, no?
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look at doom1.jpg - doom3.jpg, much cooler
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I've read that the models are only 4-5K polys, and thats like 2-3 times as much as Q3A's models, so i don't think its impossible to have lots of enemies on screen at once. Unless, of course, bump-mapping is polygon dependent, but i dont think it is. I think multi-texturing is really helpful for bumpmapping, which is why The Carmack said that ATI's part SHOULD be faster than Nvidia's since it does like 7 passes or something, and the GF4's only do 2 or 3.
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I still want my non-shakycam, non-quicktime 11-minute video of the demo of this game played at the highest settings possible
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http://www.shacknews.com/screens.x/doom3/DOOM+3/1/thumbs/fatty.jpg
really looking foward to aybabtudoom3!
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http://www.shacknews.com/screens.x/doom3/DOOM+3/1/thumbs/zombies.jpg
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