(Forget) Voxel support (we want models and GL!)

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Expand view Topic review: (Forget) Voxel support (we want models and GL!)

by Lexus Alyus » Tue Aug 23, 2005 11:44 am

Try Blender... its free :D.

:twisted:

by solarsnowfall » Mon Aug 22, 2005 12:43 pm

Damnit I wish I could get my hands on a copy of True Space! Even for just making sprites, its nice to use models. Especially if you go the 16 angle route.

by Lexus Alyus » Mon Aug 22, 2005 12:40 pm

I hear ya bro :D.

:twisted:

by Nmn » Mon Aug 22, 2005 12:39 pm

mmmmodels :D

by Lexus Alyus » Mon Aug 22, 2005 12:28 pm

Yeah, me too :D.

I had no idea you were thinking of GL. For some reason I thought you were against GL... I must be getting confused :D. So, yeah, Voxel support is not so good... but Model support... ;).

:twisted:

by Nmn » Mon Aug 22, 2005 11:19 am

My goodness!

I want Graf Zahl Doom sooo much :D

by Graf Zahl » Mon Aug 22, 2005 10:58 am

Nmn wrote: I crave them, I'm stuck with the best features in what? Fucking 8-bits.

I know what you mean. Now that my port is getting more and more stable I am able to play some of my favorite WADs with it.

I have to say that Daedalus never looked this nice (large portions of it were unplayable with ZDoomGL due to speed issues.) Same for RTC-3057 - and it even makes the foggy levels in 007LTSD look really nice. :)

Or try something like 'In the Void' from Doom64. Cyan fog can look really cool. (Too bad that converting the XG scripts from that is probably too much work to bother...)

by Nmn » Mon Aug 22, 2005 10:45 am

Lord, why didn't You say it earlier man?

Yes, I want OpenGL, true color, modelz and 3d floors and dynamic lighting.

I crave them, I'm stuck with the best features in what? Fucking 8-bits. Go for OPENGL, Hail ZdoomGL! :)

by Graf Zahl » Mon Aug 22, 2005 10:37 am

Why does everybody give a shit about ZDoom derivates that go the GL route? There are enough reasons to dump the software renderer - and not the least important one of them is speed. Even on large detailed levels I get significantly higher frame rates with GL than with software. Voxels are only a means to block these ports off from even more content than the evil vanilla mapping hacks already do.

by Lexus Alyus » Mon Aug 22, 2005 9:34 am

TBH, I doubt Zdoom will be turning GL. I think voxel support would bring good things to Zdoom... if it stays software. I really have no idea if randy plans to implement GL or not... but I'd guess not because its not been in Zdoom since the beginning.... but maybe randy has had a change of thought about it?

:twisted:

by Graf Zahl » Mon Aug 22, 2005 8:59 am

What's a feature worth that I can't implement decently?

Hey, my goal is to get you all converted to my port once it's ready. :twisted: (Too bad I am discovering some serious bugs in 2.1.0... :( )

by Nmn » Mon Aug 22, 2005 7:04 am

That's the reason.. Good to know :)

by Graf Zahl » Mon Aug 22, 2005 6:39 am

Shadow Warrior did have voxels. Yes, they may look ok on occasion but I'm strictly against them because they can't be properly done in OpenGL so using them seems a little short-sighted.

by Enjay » Mon Aug 22, 2005 5:45 am

I'm not a big fan of voxels, but they can look good in cetain circumstances. Some static scenery looks good (gravestones in Blood were OK) and I like 3D switches and buttons done by voxels. I think maybe Shadow Warrior had some of them?

by Nmn » Sun Aug 21, 2005 4:22 pm

A.. You suck <_<

Plus it's against teh rules.

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