Monday, June 29, 2009







More about the (Cobalt?) engine-

A little hard to see here (crummy webcam captures) but without the textures you can get a better idea of the geometric detail of the maps and characters. The UI planes obscure the viewmodel weapon, but i'd say that's around 700 tris? The characters are probably no more than 1500 tris (max). There's depth fogging/darkening, and what looks like vertex lighting.

Unfortunately, the binary itself checksums the pak files, so even beyond all of Apple's funny business, modifying a .pak file will result in the game refusing to load it.

Viewmodel weapon textures are 128x128.

Total animation data takes up twice as much space as all texture data!

Doom Resurrection Engine Musings

Unfortunately many of the data files for Doom Resurrection are binary/compiled. Looking around you can see a few things:

  • it uses lua for scripting. 5.1 to be exact. (the scripts are compiled)
  • uses PVR textures, generally 256x256
  • each .map file has an equivalent .xan file
  • .mdl and .anm files are all binary, and have a cobalt_ prefix. imp.md5mesh from the original doom3 is 176K, cobalt_imp.mdl is 12K
  • uses FMOD for sound

Doom Resurrection iPhone Textures





Taking a look in the .pak files for the new Doom3 iphone app. The textures are stored as PowerVR textures, with the monster textures being 256x256 diffuse and normal.

As you can see from the Pinky texture (iPhone on left, original doom3 on right) they're baking ambient occlusion and some highlighting into the diffuse. Not sure if it's the pvr compression, but it look like it's been sharpened considerably as well.

The map textures are atlas'ed into a single(?) 1024x1024 pvr of 256x256 wall and trim textures. World textures have diffuse and normal as well.