Doom Marine
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > Drawing Doom maps, start to finish
Pages (2): « 1 [2]  
Author
All times are GMT. The time now is 16:17. Post New Thread    Post A Reply
printz
CRAZY DUMB ZEALOT


Posts: 8893
Registered: 06-06


This is interesting, but also a bit predictable: maps are designed from start to exit.

__________________
Automatic Wolfenstein - Version 1.0 - also on Android

Old Post 12-16-13 20:26 #
printz is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
ClonedPickle
Junior Member


Posts: 167
Registered: 08-07



printz said:
This is interesting, but also a bit predictable: maps are designed from start to exit.



the thread title said:
Drawing Doom maps, start to finish


gasp

Old Post 12-16-13 22:24 #
ClonedPickle is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Dragonsbrethren
Senior Member


Posts: 2474
Registered: 03-09



printz said:
This is interesting, but also a bit predictable: maps are designed from start to exit.

Not all of them.

Old Post 12-16-13 22:54 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Ralphis
IDL Founder


Posts: 3740
Registered: 09-02


After watching these gifs, I am now of the opinion that most maps seem to be built with a series of lines. Always learning

Old Post 12-16-13 22:56 #
Ralphis is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Revenant
Junior Member


Posts: 178
Registered: 01-05


Updated dmvis Omgifol to use unsigned numbers wherever possible/necessary to have "true" limit removing map support (hi Mek, try it now :V)

Also, maps don't need to adhere to the ExMx or MAPxx naming conventions anymore.

Old Post 12-17-13 03:10 #
Revenant is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Mechadon
Senior Member


Posts: 2226
Registered: 12-06


Nice! Thanks for updating that. I'll give it a whirl tomorrow and see what happens :D

Old Post 12-17-13 03:25 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Linguica


Posts: 4014
Registered: 05-00


You should add an option to enforce a maximum time limit and/or combine an arbitrary number of steps into one frame, so people can make GIFs that don't necessarily have hundreds or thousands of frames.

Old Post 12-17-13 06:46 #
Linguica is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Revenant
Junior Member


Posts: 178
Registered: 01-05


There's already the --draw-shapes option, which will draw an entire closed shape (usually a sector) in a single frame, though the effect that has on the frame count obviously varies from one map to another. I might also add an option to generate an exact number of frames to make it more predictable.

Old Post 12-17-13 18:20 #
Revenant is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Mechadon
Senior Member


Posts: 2226
Registered: 12-06


Vela Pax - MAP01

It works! It takes a few minutes to run completely through, for those interested in watching it.

I decided to try out the draw-shapes option this time, and it was a wise decision. It still took quite a few hours to render, but the file size is much smaller now (~2.3mb) and the drawing is much faster. I'm pretty sure if I rendered it out in line mode again, it would take an order of magnitude longer to watch.

As the person who made the map, I find it incredibly interesting to watch this; I can't say others will find it nearly as interesting as I do :P. But the order in which the things are drawn is pretty close to reality. It is a bit disjointed in some places though, and I imagine that is, in part, due to a massive optimization sweep I did recently. For instance, some parts of the exit are drawn very early, but that area was one of the last areas I did (and in fact I redid it during my optimization sweep). So my guess is that all of the lines that I cut out during optimization were push up into the new exit area.

Anyways, this is a supremely cool tool and I will definitely render out some of my other maps!

Old Post 12-18-13 08:05 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Revenant
Junior Member


Posts: 178
Registered: 01-05


https://github.com/devinacker/dmvis...ter/maps/doom64

Fortune favors the bored. Thanks to Kaiser for the technical info, of course.

Old Post 12-22-13 23:02 #
Revenant is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 16:17. Post New Thread    Post A Reply
Pages (2): « 1 [2]  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > Drawing Doom maps, start to finish

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.