D3Q WIP Edits 3

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Published on ● Video Link: https://www.youtube.com/watch?v=Hutw6SpwoG0



Duration: 2:42
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Playing with new features for Doom3Quest.

The key change is that all textures have been upscaled 2x (by dimension), repacked in ASTC and the specular map has been relocated as a channel in the normal map (saving a whole texture read). The normal map also contains a pre-computed mask that attenuates specular highlights at normal transitions to greatly reduce the high incidence of jaggies (which become far more apparent with the screen glued to your face). John Carmack addressed this 'in-surface aliasing' when he once discussed creating just such a mask himself; https://youtu.be/OOVUZZr655o?t=344

I actually only encountered that video *after* I'd implemented this - great minds!

In addition I'm looking to improve a bunch of other facets, so far;

- Movement direction computed from both controllers. I find this more immersive than pointing with one controller or not being able to look in a different direction.
- Arms only mode. Now with shoulders so you can't see down the arm holes.
- Finger poses. Now you only punch through motion (not when pressing the fire trigger) and only if you've made a fist.
- Holster/gesture combinations to retrieve any weapon or the PDA.
- Holster/gesture combinations to move the flashlight from/to hand, head & body.
- Two-handed Weapons;
- - Per-weapon offsets, rotations and hand poses for the offhand.
- - Basic recoil for the offhand added programmatically. Fairly jank but better than nothing at all.
- - Cost/Benefit tweaks;
- - - Chainsaw does half damage when wielded one-handed.
- - - Shotgun ROF is a bit slower one-handed and a bit faster two-handed. Shotgun never gets a lasersight.
- - - Other ranged weapons only get a lasersight when two-handed (imagine a momentary switch in the foregrip).
- Access to console commands to spawn entities and switch maps.




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