Pictures and information at DooM Nexus.
Spoiler:
Spoiler:
My guess would be that it is a model.Nash wrote:how is that glass roof structure beside the car park possible?
Surprisingly, it's not the parking garage that seems to slow things down, but a complexly-sloped canyon nearby. I may have to simplify the canyon.Nash wrote:That multi-storey car park structure looks amazing... I wonder if it murders the FPS? :O
Blue Shadow is correct; it is a model. It was Enjay's idea to implement translucent slopes using models, and he had originally created them for Paranoid. I believe he created a custom model for the sloped roof in that particular screen pic.Blue Shadow wrote:My guess would be that it is a model.Nash wrote:Oh and I thought translucent slopes weren't possible... how is that glass roof structure beside the car park possible?
Far too much time. I am a very slow and methodical mapper, sometimes (unnecessarily) obsessing over things. This means it takes me forever to complete development of a map.Failure wrote:... I wonder how much time it does cost for you.
Thanks for the information. This is a job for Enjay, who is the modeling powerhouse of the Team. I would love to see models in the game in place of the current sprites. But when we started this project, back in 2008, there was no easy way to convert mdl to md3.The MBF Dog wrote:If you wanna get fully-animated HL models into this, you can use a program called Noesis. It can convert skeletal animation to vertex, and directly export it to md3 all at the click of a button.