YoYoDoom: wads in GameMaker -3D update + Texture Mapping-
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YoYoDoom: wads in GameMaker -3D update + Texture Mapping-
After a lots and lots of programming, and translating of the wad format, I'd like to present to you guys my current project.
GMDoom Plus is the first comprehensive doom wad loader for GameMaker Studio, it's capable of loading image and level data from a wad straight into your GameMaker projects.
The following features are either completely implemented or nearly.
*Load custom palettes
*Load graphics data ( sprites, patches, textures, flats )
*Load level data ( vertexes, linedefs, sectors, things, GL_Nodes )
*Level geometry construction
Todo:
*Finalize GL_Node reading
*Implement basic level collision routines
The main reason I'm posting this here is because in order for me to continue the project, I need a little bit of help deciphering gl_nodes. So far I've done a pretty bangup job of interpreting wad data all on my lonesome, as you can see from the images I've made some pretty big strides in this project. But i'm having issues when it comes to reading the data for GL_Segs from wads that have ran through glbsp version 2.24. The results that I'm getting seem to contradict what's written in the gl_node specifications section on this page: http://glbsp.sourceforge.net/specs.php
Out of curio, are there any developers here on the forum that are experienced enough in the gl_node specifications to possibly point me in the right direction?
GMDoom Plus is the first comprehensive doom wad loader for GameMaker Studio, it's capable of loading image and level data from a wad straight into your GameMaker projects.
The following features are either completely implemented or nearly.
*Load custom palettes
*Load graphics data ( sprites, patches, textures, flats )
*Load level data ( vertexes, linedefs, sectors, things, GL_Nodes )
*Level geometry construction
Todo:
*Finalize GL_Node reading
*Implement basic level collision routines
The main reason I'm posting this here is because in order for me to continue the project, I need a little bit of help deciphering gl_nodes. So far I've done a pretty bangup job of interpreting wad data all on my lonesome, as you can see from the images I've made some pretty big strides in this project. But i'm having issues when it comes to reading the data for GL_Segs from wads that have ran through glbsp version 2.24. The results that I'm getting seem to contradict what's written in the gl_node specifications section on this page: http://glbsp.sourceforge.net/specs.php
Out of curio, are there any developers here on the forum that are experienced enough in the gl_node specifications to possibly point me in the right direction?
Last edited by Indecom on Mon Mar 14, 2016 12:17 pm, edited 6 times in total.
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Re: GMDoom plus: Loading wads into GameMaker -help needed-
Could you provide a video showcasing the key features?
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Re: GMDoom plus: Loading wads into GameMaker -help needed-
It's not yet worthy of video as all I'm doing is loading up a wireframe map and a few textures. To get level geometry in 3d I need gl_segs to read properly.
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Re: GMDoom plus: Loading wads into GameMaker -help needed-
i'd suggest a new name. "GMDoom" is already taken by a more interesting engine crossing project.
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Re: GMDoom plus: Loading wads into GameMaker -help needed-
Take the GM out, someone may be confused it's a Garry's Mod addon.
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Re: GMDoom plus: Loading wads into GameMaker -help needed-
At this stage the name is pretty trivial, and easy to change, and when I have the time, I will.
UPDATE:
Finally managed to figure out what was going on in my code and things seem to be working flawlessly yet again! I'd like to say thanks to Coraline for trying to point me in the right direction, as well as randi.
Check out these beautiful gl_segs in action below, the dark gray lines are the slices through each sector that doesnt lie along a linedef:
Now I can pick out individual GL Subsectors for processing, one step closer to having level geometry in engine!
UPDATE:
Finally managed to figure out what was going on in my code and things seem to be working flawlessly yet again! I'd like to say thanks to Coraline for trying to point me in the right direction, as well as randi.
Check out these beautiful gl_segs in action below, the dark gray lines are the slices through each sector that doesnt lie along a linedef:
Now I can pick out individual GL Subsectors for processing, one step closer to having level geometry in engine!
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Re: YoYoDoom: Loading wads into GameMaker -UPDATE-
Interesting. Is this a library/extension, or is it done in GML?
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Re: YoYoDoom: Loading wads into GameMaker -UPDATE-
I wonder what it looks ingame
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Re: YoYoDoom: Loading wads into GameMaker -UPDATE-
It looks like that, because that's what it is.Tormentor667 wrote:I wonder what it looks ingame
He hasn't gotten to the point where he's rendering the 3D space, if that's even the goal of the project.
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Re: YoYoDoom: Loading wads into GameMaker -UPDATE-
This is very inspiring, I hope to do the same thing for Unreal Engine when I acquire the time and skill (and if someone else hasn't already done a WAD loader yet by then for UE4). Thanks for sharing!
(Offtopic, there's this other project I've been following where the guy is literally making Daggerfall run with the Unity renderer and wrote all of the loaders and stuff, reimplemented all of the game systems and the in-game UIs, very awesome stuff, and it's also playable already... it's called Daggerfall Tools for Unity and it's on GitHub. Seeing stuff like this really pumps me)
(Offtopic, there's this other project I've been following where the guy is literally making Daggerfall run with the Unity renderer and wrote all of the loaders and stuff, reimplemented all of the game systems and the in-game UIs, very awesome stuff, and it's also playable already... it's called Daggerfall Tools for Unity and it's on GitHub. Seeing stuff like this really pumps me)
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Re: YoYoDoom: Loading wads into GameMaker -UPDATE-
I got Gamemaker while it was free but never used it. I should reinstall it if I can.
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Re: YoYoDoom: Loading wads into GameMaker -UPDATE-
I made done pretty big leaps in progress yesterday, it now looks like this:
Up next, textures
Up next, textures
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Re: YoYoDoom: Loading wads into GameMaker -UPDATE-
What will the availability of this library be? Free or paid?
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Re: YoYoDoom: Loading wads into GameMaker -UPDATE-
It will be free, but of course donations will help speed up development.
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Re: YoYoDoom: Loading wads into GameMaker -UPDATE-
And now, Texture Mapping, as well as improved sector lighting which you probably can't see in this image lol