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Doom 3 Downloads > Mods > Graphical Tweaks:
Brilliant Bloom SOURCE
Filename: bbloom_r1_1.3.1_src.zip


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Maha_x
628
03-15-2008
Patch 1.3.1
Mods > Graphical Tweaks


Average User Rating: 5.8
Number of Votes: 4
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5 Other Files by Maha_x:
- Brilliant Highlights (v0.3.1c | FIXED)
- Brilliant Bloom (v1.1)
- Brilliant Bloom SOURCE
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- Brilliant Highlights (0.60b)

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Brilliant Bloom SOURCE - File Description  


Description:
Hot on the heels of his previously released mod of the same name, Maha_x has decided to release another version, this one, compatible with the latest patch released to date: v1.3.1. This release will bring a few smiles on some Doom-fanatic-faces! In his infinite wisdom, Maha_x has decided to release the source code for his Brilliant Bloom Mod! He hopes (as do alot of us Doom fans) that someone, or a bunch of someones, will pick up where he left off and continue what he started.

"This is it. The source for brilliant bloom.

Now it'll be out of my hands and mayby there will eventually be 1.31 version too. I'm sure the community will do some amazing stuff with it."


He also states that he hopes someone will try their hand at that as well! If you're curious on what the Brilliant Bloom (1.0) is, it is a graphics tweak where it employs HDR style shifting sensitivity (not quite the same though). Blooms only on very bright surfaces and reduces the foggy feel. Good luck to any of the talented people out there that take this on, and I look forward to seeing your finished product! And a big thanks goes out to Maha_x for releasing this Source to the general public! Kudos.




Refer to the readme for more information.



Brilliant Bloom SOURCE - Screenshots  
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Brilliant Bloom SOURCE - Readme  
Readme File:
Specific Doom 3 v.1.3.1 notes
-----------------------------

This is the source code of the Brilliant Bloom that I adapted for Doom 3 v.1.3.1.
- this version was compiled with Visual C++ 2005 Express
- the bloom code is the exact same as Doom 3 v.1.3 (the only difference between Doom 3 v.1.3 and v.1.3.1 is the "SysCvar.cpp" file, which has a different "gameVersion_s" cvar print)
- this version is for Doom 3 only (not Resurrection of Evil which has its own built-in bloom code)

As long as the author of the original source code allows you to use, modify & redistribute the code, you can of course use this specific version as you want.

Sebultura

Original Doom 3 v.1.3 notes
---------------------------

So I decided to release the source. No need to sit on it...

It's complitely undocumented, as was the work I based mine on. The game code isn't the complex part, it's the shaders. I dont even remember how it exactly works anymore.. Fullscreen is captured, then a shader evaluates some pixels for brightness and renders a 2x2 output with that info. Second shader renders the blurred screen (times iterations) and adjusts the amount according to the 2x2 texture. Third shader then blends the result with the original render. If I remember right.

You can ask me via mail or on messenger, if you need help.


.Marko


Brilliant Bloom SOURCE - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 10 | Last comment: 05-06-2008 at 21:44

 #1 - Resurrection of Evil which has its own built-in bloom code !!! - 03-15-2008 at 23:44
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3067
How can be used this own ROE BLOOM code ???

And, can you release a ROE version for both v1.3.0 and v1.3.1 also ?

Anyway, thanks for all your fantastic work !!! Two Thumbs Up!

 #2 - Thanks, but - 03-16-2008 at 13:44
Langenscheiss
Joined: January 2nd, 2006
Posts: 423
That still does not compile the code which is the biggest problem because only few here have enough money to spend it for visual studio net.

 #3 - 03-16-2008 at 14:47
Sebultura
From:
Joined: March 14th, 2008
Posts: 2
To compile the code, I used Visual C++ 2005 Express Edition (you don't have to pay for that) + the "Platform SDK" and of course the full Doom 3 v.1.3.1 source code (contained in the SDK), so no need to buy anything.

Now to compile it, you have to copy the files included in the archive and replace the original Doom 3 ones (i.e. "game/PlayerView.cpp", "game/gamesys/SysCVar.h" and "game/gamesys/SysCVar.cpp"wink.

About the ROE bloom: this one is activated on certain key moments in the game only (Helltime I think, probably cinematic scenes, etc...), via scripted events.

I made a small add to the code to be able to activate it all the time, but the result isn't good, compared to what we've got here: the reason is that the ROE Bloom is done so as to represent a certain speed of the player on top of the bloom itself (which makes the game look weird if activated all the time, not really playable Puke!).

So in short, it would require further modifications to the ROE SDK + glprogs to get the usual "Bloom" aspect (which wasn't the purpose of all this).

(Small thing about this version: I posted the compiled mod for Doom 3 v.1.3.1, but it's not yet validated by the site)

 #4 - Ah, ok, great to know this !!! - 03-16-2008 at 15:01
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3067
I will try to have this package and learn how to use it, when i have some free time. smile

Thanks Sebultura !

 #5 - héhéhé - 03-16-2008 at 15:52
Cainx
From: (Paris)
Joined: December 15th, 2006
Posts: 16
dafama2k7, i try your Maxgfx with the bbloom 1.31 and he looking work good ^^,
but i have a strange probleme, its possible some shader dont work correctly with a 8800 gtx card. you already know that ?

-i get that : http://img209.imageshack.us/img209/3760/shot00008ir3.jpg

http://img508.imageshack.us/img508/2005/shot00011pe8.jpg

-Its not a celshading mod ( i never install this mod ) ..Have just fresh install of D3
and the MaxgFx mod + last version of the Sebultura Bbloom ( i replace the old dll..).
( the last bbloom version is not the problem, i think that come from the glprogs)

-if someone have a 8800 gtx card can make a little test ? that be great

thx

 #6 - Mhhh, sure it is a glprogs shader problem ! - 03-16-2008 at 16:06
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3067
Try to change the interaction.vfp shader to another named for example interaction_ati.vfp, but rename it to interaction.vfp to make it work.

 #7 - r_testARBProgram - 03-16-2008 at 19:35
Cainx
From: (Paris)
Joined: December 15th, 2006
Posts: 16
Re, thanks for the answer..

Your mod is supposed to work with r_testARBProgram set to 1 ?

-well, i got the strange looking when is set to 1 ( with or without the interaction_ati ).

 #8 - R_testARBProgram sets D3 to use test.vfp instead of interaction.vfp !!! - 03-18-2008 at 01:58
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3067
I use this to make a test.vfp that is almost the same as the interaction.vfp but NVidia only !

You can toggle between both with toggle r_testARBProgram from the console or binding this to a key.

 #9 - 03-20-2008 at 14:58
TheRealSceneGraphManager
From:
Joined: March 13th, 2007
Posts: 109
Judging by the banding that looks like a precision issue of some sort. If I had to guess I would say it's driver-caused. Dafama, are you using 8 or 16-bit precision in this?

 #10 - 05-06-2008 at 21:44
marineofuac
From:
Joined: July 5th, 2006
Posts: 109
hmm ive been gone a bit... back to modding, merged the code in less than a minute. great source release and as always awsome code! esp. the shaders



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