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Re: [WIP] MCDoom - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 1:21 am
by Nash
https://dl.dropboxusercontent.com/u/473 ... stcube.zip

It's 64 x 64 x 64 Doom map units though but you should be able to scale it down in DECORATE or MODELDEF easily.

I realize the UV layout isn't very economical, maybe later when I have time I'll redo the unwrapping on a 256 x 128 texture atlas. I just pulled this test cube out from my game really quick.

Re: [WIP] MCDoom - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 1:31 am
by The Zombie Killer
Whoa! Thanks a bunch Nash! I owe ya!

Re: [WIP] MCDoom - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 2:35 am
by Captain J
three of peoples including me voted to yes, i guess we really hated to misunderstanding it's name into 'Mc'donald's. :P

oh hey, minecraft in zdoom(miz, in short.) would be works too, though.

Re: [WIP] MCDoom - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 2:40 am
by The Zombie Killer
I guess it's decided then, name change time!

I'll edit the poll with some random ideas, plus some from earlier in the thread, but it'd be great if I could get some more name suggestions! I'm terrible with this sort of thing

EDIT: In other news...
I FIXED THE BUILDING BUG!
I'm so happy right now...

@Nash
When you fix up the UV maps, if you'd be willing to supply me with them, would it be possible to make the textures square? Because in that texture, the textures for each side of the model are 78x77, rather than 78x78 or 77x77

Re: [WIP] MCDoom - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 6:38 am
by Lisac_the_fox
Where to get updated version?

Re: [WIP] MCDoom - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 6:43 am
by Nash
I was thinking of unwrapping it such so you only need to provide 3 graphics: top, bottom and sides (the side surfaces will repeat). Would that be alright?

(and yes I'll make the size a clean power of 2, too)

I voted ZDoomcraft.

Re: [WIP] MCDoom - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 7:48 am
by Lisac_the_fox
I will make some cubes, they will be in https://www.mediafire.com/?i2jtp8p87pp3pf5

Re: [WIP] MCDoom - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 8:04 pm
by doomfiend
Doomcraft rolls right off the tongue. (no sarcasm there)

Re: [WIP] MCDoom - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 11:04 pm
by The Zombie Killer
DoomCraft it is then!

Lisac_the_fox wrote:Where to get updated version?

I'm gonna update the thread in a sec with a download

Nash wrote:I was thinking of unwrapping it such so you only need to provide 3 graphics: top, bottom and sides (the side surfaces will repeat). Would that be alright?

Yep, that'd be great!

Lisac_the_fox wrote:I will make some cubes, they will be in https://www.mediafire.com/?i2jtp8p87pp3pf5

At the moment, it's probably best to convert models to voxels, rather than make them from scratch. (Unless that's already what you did)
I'll probably add a download to some stuff to do it in the main post.

Re: [WIP] MCDoom - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 11:18 pm
by Nash
I'm having a dilema right now. 16 x 3 = 48 which isn't a power of 2... the closest match I can come up with is a texture size of 32 x 32, which means there will always be wasted space (the black tile):

Re: [WIP] DoomCraft - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 11:20 pm
by The Zombie Killer
I'm not really worried about the texture itself being a power of 2, I just want the parts of the texture which are shown on each part of the model to be a power of 2.
Either solution would be fine though, your choice.

Re: [WIP] DoomCraft - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 11:38 pm
by Nash
Okay here it is. Mapped to pixel precision. :D The cube is also already sized to 16 Doom map units so you don't have to fiddle with the scale anymore. Be sure the AngleOffset property in the MODELDEF is left intact so that the model will face the proper direction in relation to the Doom map thing angle.

https://dl.dropboxusercontent.com/u/473 ... c-cube.zip

(BTW in case you didn't know, you can provide "high res retextures" by just making the PNG texture larger, the game will scale it to the cube automatically. But the vanilla size is 32 x 32; 16 x 16 pixels per surface)

Re: [WIP] DoomCraft - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 11:44 pm
by The Zombie Killer
Thanks a bunch Nash!
And yes, I know that you can make it hires :p

Re: [WIP] DoomCraft - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 11:46 pm
by Nash
I forgot one important thing: Doom's weird aspect ratio scaling. Please download fixed version:

https://dl.dropboxusercontent.com/u/473 ... -fixed.zip

Re: [WIP] DoomCraft - Minecraft in ZDoom!

PostPosted: Thu Mar 20, 2014 11:55 pm
by The Zombie Killer
I already added "Scale 1 1 1.2" if that's what you're talking about