using poly objs as 3d floors

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Chilvence
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Post by Chilvence »

Voxels.......

You know it makes sense, its already been done in build :)
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Lexus Alyus
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Post by Lexus Alyus »

Voxels? How will they help, they are just 3d sprites... If your gonna have 3d sprites you might as well just have Models, which would be something nice, if software Zdoom supported models. That way you could have cool looking 3d weapons, vehicles and stuff, but still the 2d monsters (kinda like Dark Forces). Also, this way you could make a pad or something in a model editor and move that. I'm asuming that if a player was to stand on a piller or something and that piller was to move, then it would carry the player.... Very close and realistic looking moving platform that are not restricted to sectors, like ROTT's hover pads, but they would be 3d, so they would look really cool (Basically just replacing a decoration with your cool looking 3d platform, then moving that using patroll routes and stuff, or however its done...). Depending on the modeling skill you could even have doom textures to make it look like a complex moving sector... I think this idea is very possible cus all it needs is the ability to use MD2's in software mode... that's it!

:twisted:
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Zell
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Post by Zell »

yaeh, that sounds best. Lots of games use md2, why dont you just rip open the source of a agem with md2 support and put it in there? Then we can make a new thing.

Name: Model(1-50)
Arguments: lowbit, hibit, speed, direction, hp
By hp i mean how many hits a model can take, ie if its 5, then you shoot it 5 times and it blows up using a fram called death or something like that.
Summed up:

model01(lowbit,hibit,speed,direction,hp)

:D
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Graf Zahl
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Post by Graf Zahl »

Zell wrote:why dont you just rip open the source of a agem with md2 support and put it in there?
Do you have any idea how much work this would be in a software renderer without a depth buffer? It's nearly impossible to do. There is a reason that models are limited to OpenGL/D3D ports for now.
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Zell
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Post by Zell »

oh. :P sorry, i didnt realise that. Hmmm...doesnt every gfx card have d3d support? if so, then coudnt randy just use the d3d mdl code? :D
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Lexus Alyus
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Post by Lexus Alyus »

Quake 2 had md2 support is software mode... quake had mdl support in 2d mode, so why can't Zdoom?

:twisted:
Last edited by Lexus Alyus on Sat Oct 04, 2003 6:23 am, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

Lexus Alyus wrote:Quake 2 had md2 support is software mode... quake had mdl support in 2d mode, so why can't Zdoom?

Maybe because the renderers are fundamentally different? The Quake renderer is a polygon based renderer (as are moste hardware accelerated ones) with a depth buffer (at least I think so) and i such an environment a lot more is possible. With Doom's way of ordering the stuff that is being drawn it is not possible to throw in a few randomly organized polygons (that's what a model effectively is) and have them drawn correctly. A total rewrite would be necessary to accomodate that.
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HotWax
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Post by HotWax »

Zell wrote:oh. :P sorry, i didnt realise that. Hmmm...doesnt every gfx card have d3d support? if so, then coudnt randy just use the d3d mdl code? :D
Sure, if you want him to just completely toss out the Doom engine.

And, in answer to your first question: No.
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Chilvence
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Post by Chilvence »

A voxel for all intents and purposes IS a 3d model. The only reason I suggested it over poly models is because they have been used already in a 2.5d engine, and the code with which they were implemented is freely available, and there is already an existing poly->voxel converter for the format that this code uses.
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HotWax
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Post by HotWax »

Chilvence wrote:A voxel for all intents and purposes IS a 3d model. The only reason I suggested it over poly models is because they have been used already in a 2.5d engine, and the code with which they were implemented is freely available, and there is already an existing poly->voxel converter for the format that this code uses.
Just FYI, Randy has already said that if he is going to implement a 3D object system, he would use some form of model rather than voxels. Which isn't to say he's going to add models, mind...
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Hirogen2
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Post by Hirogen2 »

I do not want to cry out loud, but all this stuff could be done by just
switching renderers. "Why open a window when you can open a world"... eh well.
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Lexus Alyus
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Post by Lexus Alyus »

How good is the model to voxel conmversion? If it's really good then that would suit me. I could create my funky 3D platform as a model (using doom textures to make it look like a complex 3d sector) and then change it to a voxel :-D. But then, that doesn't mean that Randy is gonna add voxel support anyway, and if he does add model support, then that's cool for me :-D.

What models does Dark Forces use? The ship and all that (although not overly detailed) are models of some form none the less, and the engine is quite similar to dooms... In appearances anyway :-D.

Anyway, the bottom line is that I would love to see model support, if not, depending on how good voxels are, then they would be just as cool... but you can't animate voxels, can you?

What do you have to say Randy? Shed some light to put me in my place :-D

:twisted:
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Graf Zahl
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Post by Graf Zahl »

Hirogen2 wrote:I do not want to cry out loud, but all this stuff could be done by just
switching renderers. "Why open a window when you can open a world"... eh well.

just... :shock:
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randomlag
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Post by randomlag »

Lexus Alyus wrote:What models does Dark Forces use? The ship and all that (although not overly detailed) are models of some form none the less, and the engine is quite similar to dooms... In appearances anyway :-D.
The engine is quite similar to DOOM's. So similar that many of the levels were done using DOS DeeP and then converted to their format. Never asked about the "models" back then when I had contact with the team.
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Zell
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Post by Zell »

Hmmmm...maybe if someone really wanted it they could play with the source and make it support voxel then make it a port based off a port? :P
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