Ed
Senior Member

Posts: 1036
Registered: 07-01 |
I've never been able to get a firm grasp on any of the programming aspects of Doom editing, but I've been rattling an idea in my head and would like to see how much a stretch it would be to come to fruition if it's at all possible.
I've been toying around with static MD2 based geometry in maps for some of the more complex areas or to achieve rotation/dynamic movement that the GZDoom engine isn't quite capable of. So far so good. My idea was for a plug-in for DB2 or a lite, stand alone program with a pre-made set of your basic geometric shapes that could be inserted into the editor in with the resources and automatically written MODELDEF /scaling information and DECORATE dumped into a generated PK3. The basic left, right, vertical rotations could be saved in the base model files that the plug-in draws from and assigned within the editor as to how you want the MD2 brush to function.
With careful editing, you can flub an MD2 into the existing geometry without looking out of place. GZDoom currently doesn't have vertex lighting for models, but it has been done in Doomsday and other OGL ports. Although the dimensions for collision would be limited to basic height and width, it could potentially expand a lot of the hurdles in Doom mapping that have to be more or less hacked in to look convincing.
Is this at all possible or too radical, or are there some unknown technical limitations I am unaware of that would make this outright impossible?
|