3D Models?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
3D Models?
I don't think this is possible but i think just came up with an idea...
Is it possible to have actual 3D Characters (3D model zombie, demon, etc.) inside doom?
Imagine... an actual 3D ZDoom!
Is it possible to have actual 3D Characters (3D model zombie, demon, etc.) inside doom?
Imagine... an actual 3D ZDoom!
- David Ferstat
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I hope you intended acharris wrote:Well, change the renderer then!

Changing the renderer is non-trivial; I'll assume that you know this, and simply forgot to let us know that you were joking.
The alternative is that you have no idea just how integrated the renderer is in the program; you don't change the renderer without a lot of work.
- Graf Zahl
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But they shouldn't be used in new maps anyway. For most of those crude hacks ZDoom offers a clean alternative. On the other hand ZDoomGL should at least try to handle the simple stuff. Self referencing sectors are easy to detect and there should be no problem whatsoever to render them properly in GL.
True. I don't think I have used any of them in a newer Zdoom map because there is always a newer, better and more legal way to do things. However, I'm still not convinced that the best way to play Doom is with a 3D accelerated port. I do like ZdoomGL and Risen3D. I think they are doing great things. I still like my software Zdoom better though. To me it Doom simply doesn't look right in OpenGL.Graf Zahl wrote:But they shouldn't be used in new maps anyway.
Mind you, I've just DL'd the hi-res textures from the Doom retexturing project and, although some of them are a bit shonky, it does make a huge difference to the way Doom looks. Perhaps one of my objections to openGL ports is that the original, low res Doom textures are just too low res and blocky to allow OpenGL to do its magic well enough and you can get that horrible blurry effect when you go close to the walls etc. Use hi-res textures and the whole thing is much prettier and looks far more like it was meant for OpenGL IMO.
- Graf Zahl
- Lead GZDoom+Raze Developer
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My only problem is that there is no really good OpenGL port that satisfies my needs.Enjay wrote:True. I don't think I have used any of them in a newer Zdoom map because there is always a newer, better and more legal way to do things. However, I'm still not convinced that the best way to play Doom is with a 3D accelerated port. I do like ZdoomGL and Risen3D. I think they are doing great things. I still like my software Zdoom better though. To me it Doom simply doesn't look right in OpenGL.Graf Zahl wrote:But they shouldn't be used in new maps anyway.
Doomsday is out due to lack of features.
Risen3D is better but it still has some annoying issues (like apparently a hard coded limit for light sources in a level.)
Vavoom sucks
ZDoomGL is too unfinished and too slow (and can't handle any rendering tricks at all)
I've been messing around with the PrBoom renderer for some time now (and have rewritten large portions from scratch.) Hopefully I can get somewhere with it that I can use it with ZDoom. It's by far the fastest one in relation to the other ones mentioned above which is strange considering that it is doing the least geometry 'optimizations'...
Bah! Sacrilege!Mind you, I've just DL'd the hi-res textures from the Doom retexturing project and, although some of them are a bit shonky, it does make a huge difference to the way Doom looks. Perhaps one of my objections to openGL ports is that the original, low res Doom textures are just too low res and blocky to allow OpenGL to do its magic well enough and you can get that horrible blurry effect when you go close to the walls etc. Use hi-res textures and the whole thing is much prettier and looks far more like it was meant for OpenGL IMO.

Doom needs its original textures. I can live with the softness but those ones are mostly to radically different to be acceptable. I'd prefer a pack that used the originals and just tried to make them hi-res instead of re-inventing them.
Heh, probably.Graf Zahl wrote:Bah! Sacrilege!

I too feel that Doom needs its original textures and I'm not even convinced that, for me, hi-res versions of the originals would feel right either.Graf Zahl wrote:Doom needs its original textures. I can live with the softness but those ones are mostly to radically different to be acceptable. I'd prefer a pack that used the originals and just tried to make them hi-res instead of re-inventing them.
So, IMO, Doom needs its original textures, but they don't look right in opengl. However, (IMO again) opengl needs hi-res textures to make the most of it and the "retextured" reinterpretations are only a little less true to the original spirit of the id textures than more accurate hi-res versions of them would be for me.
So, I'm happy and even want to play the originals using software rendering but I'm also happy to play in opengl using the "retextured" graphics.
Just the way I am I guess.

