[Resouce][Models] 3D Buildings for modders

Wed Jun 23, 2021 10:29 am

I just released a PK3 on idgames for people to use as a resources. Link below:
https://www.doomworld.com/idgames/graphics/doom_bldgs

Doom buildings contains 18 low poly 3D buildings with demolished counterparts (36 all together) and 4 piles of rubble. The buildings have been textured with Doom2 textures (they reference to the Doom2.wad) so they fit in with the game. You can even switch textures by editing the MODELDEF lump using a text editor (or Slade). Some buildings spawn multiple hit boxes so they block missiles and players properly despite their non-uniform shape.

I've tried using the Doom Hi-Res Texture Project add-on and it works great too. They also seem to work nicely with dynamic lights.

Here''s a quick YouTube video showing the buildings.
https://www.youtube.com/watch?v=maZtr-6aDt0

Let me know if you use it in a level. I'd love to see them in action.

Re: [Resouce][Models] 3D Buildings for modders

Wed Jun 23, 2021 10:42 am

These look amazing! Excellent work.

8-)

Re: [Resouce][Models] 3D Buildings for modders

Sun Jul 18, 2021 6:15 pm

I've updated this resource, I added an animation so the buildings can now be demolished when shot.

Youtube preview video:
https://youtu.be/GUd3iPGolg4

Idgames link for the pk3 file:
https://www.doomworld.com/idgames/graphics/doom_bldgs

Cloud link for the blender file:
https://mega.nz/folder/gYIzwKgZ#rgW1TqhASFG4hvkeAOYXBA

Re: [Resouce][Models] 3D Buildings for modders

Wed Jul 21, 2021 10:34 am

Wow, that's pretty nice.

May I know how you achieved the collision with models? Is that the zscript proof-of-concept that could be found anywhere here on the forum?

Re: [Resouce][Models] 3D Buildings for modders

Wed Jul 21, 2021 11:19 am

They're just actors. From the OP:
kfpopeye2 wrote:Some buildings spawn multiple hit boxes so they block missiles and players properly despite their non-uniform shape.


8-)

Re: [Resouce][Models] 3D Buildings for modders

Fri Jul 23, 2021 5:44 pm

My building spawns some additional invisible actors that have hitboxes (radius and height) designed to enclose the odd building geometry better than just a rectangle (so you can walk under an overhang, etc). These hotboxes are spawned with the SXF_SETMASTER flag so they are children of the actual building. When a child hitbox is hit enough that it dies, it calls A_KillMaster. This causes the building to entire the Death state where the collapse animation is played and also A_KillChildren is called to remove the other child hitboxes that were created at spawn.

This is NOT the checking to see if any poly's were hit on the actual MD3 model. I still just using square hitboxes like all the other Doom actors.