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/vr/ - Retro Games

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>> No.3057231 [View]
File: 2.74 MB, 1920x1080, Screenshot_Doom_20150812_145001.png [View same] [iqdb] [saucenao] [google]
3057231

>>3057213
I'll eventually need to bake some basic shading into it like the Total Chaos guys did. I'm not even sure we'll use this particular model though, consider it nothing other than a test.

>>3057210
I'd forgotten the "INTERPOLATEDOUBLEDFRAMES" flag in modeldef.

>>3057215
Gzdoom and zandro have support for quake 2 and 3's model formats. Pic related - "hunter's moon" running in gzdoom.

>> No.2624241 [View]
File: 2.74 MB, 1920x1080, Screenshot_Doom_20150812_145001.png [View same] [iqdb] [saucenao] [google]
2624241

>>2624181
It's an absolute nightmare making stuff that advanced because you have to use "control sectors" outside the map and use/remember a huge amount of sector tag numbers. It's become somewhat easier in recent days with multiple tags for a single sectors and the editor actually being able to render 3d floors at all.

This pic should give you a kick too, it's a gzdoom mod using quake 3 and doom 3 models/textures. Quake 3's model format works right of the bat.

There's also the upcoming survival horror indie game Total Chaos which runs on the same engine. It's absolutely ridiculous, the guy even managed to hack in motion blur with the duke-style security camera texture function:
>https://www.youtube.com/watch?v=Ta1EGfCQN4Y

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