Bastet Furry
THE WERELION

Posts: 912
Registered: 09-02 |
andrewj said:
No it's not the actual DOOM code (which requires a BSP tree to function), and some things don't work quite the same way (e.g. the sky, midmasked textures, non-rotated sprites). But the lighting is the same, it uses the same distance formula and the same COLORMAP table.
Close enough for being usefull and a great achivement. Now all it needs is some sort of texture selector and alginer, the rest can wait. :)
andrewj said:
The Gnome3 menu thing would indeed be a tad annoying -- probably beyond my control though, it'd be an issue with FLTK interaction with the Gnome3 window manager. Does it happen when the window is normal sized (moved to bottom of the desktop) ?
See here:
http://i.imgur.com/064f6.png
I can still use the shortcuts, so its not a big problem.
Will try to make a nice map with it next week or so, currently i have enough work for two of me. :/
hex11 said:
Bastet Furry wants to be the first kid on his block to play maps in the editor. ;-)
You know you want that too. And geometry edit, not only sector height but line placement too, right inside the 3D view.
But i think THAT feature would take awhile to develop and i am not 100% sure if it would be so great to use. Even Autodesk decided that you first make a 2D model and then tell Inventor the height for 3D.
|