SulfurOccult Posted May 13, 2005 sgtcrispy said:Ah, the Doom Engine. Is there anything it can't do? Thats a rhetorical question.rhetorical or not, i think the doom engine can do anything it sets its mind to. 0 Share this post Link to post
Dco16 Posted May 14, 2005 MasterOfPuppets said:rhetorical or not, i think the doom engine can do anything it sets its mind to. Somebody get me curved surfaces. And bumpmapping. And real time world lights. And MD5's. And while you're at it, make a feature that supports those ugly little voxel models from SW and Blood. 0 Share this post Link to post
Veddge Posted May 14, 2005 Just got a chance to play around with this, really neat stuff :) Hopefully this will be used constructively in the next few months and not just to make a bunch of terrain maps :P 0 Share this post Link to post
SulfurOccult Posted May 14, 2005 Fiend said:Somebody get me curved surfaces. And bumpmapping. And real time world lights. And MD5's. And while you're at it, make a feature that supports those ugly little voxel models from SW and Blood. you will eat those words, someday...maybe... 0 Share this post Link to post
Jehar Posted May 14, 2005 Fiend said:And MD5's. Why would we want these? 0 Share this post Link to post
Nick Perrin Posted May 14, 2005 Nmn said:kthx type it out you lazy punks Anyway, would you consider making this program for other ports like EDGE, once they have sloping implemented? Good job 0 Share this post Link to post
Manc Posted May 14, 2005 Nick Perrin said:type it out you lazy punks Anyway, would you consider making this program for other ports like EDGE, once they have sloping implemented? Good job If edge ever gets slopes it would be cool if they were implemented in the same manner as the zdoom slopes are, at least in terms of defining them in your map. That would make the process a lot easier. 0 Share this post Link to post
Ralphis Posted May 14, 2005 Grubber said:Thx for your opinions. There's still much work to do... like terrain optimalization... You should add a gui which will help draw the colormap for you. You could make it fade into flat areas and such. I'm not sure what type of programming this requires though so it's simply a wishful suggestion. 0 Share this post Link to post
SulfurOccult Posted May 14, 2005 the Cry Engine Sandbox works a lot like this. maybe you could learn some things looking at it. 0 Share this post Link to post
Jon Posted May 17, 2005 Heh, I thought it'd be cool to write some WadC to do this, but being a luddite I didn't think of using zdoom slopes, mere floor/ceil heights (so it wouldn't look nearly as good). Remember terragen? http://www.planetside.co.uk/terragen/ 0 Share this post Link to post
Nick Perrin Posted May 17, 2005 Mancubus II said:If edge ever gets slopes it would be cool if they were implemented in the same manner as the zdoom slopes are, at least in terms of defining them in your map. How is this done in zdoom anyway? 0 Share this post Link to post
SyntherAugustus Posted May 18, 2005 Jon said:Remember terragen? http://www.planetside.co.uk/terragen/ That's what I use to make my Total Annihilation maps. http://cataclysm.tauniverse.com 0 Share this post Link to post
Negatronica Posted May 18, 2005 BlackFish said:That's what I use to make my Total Annihilation maps. http://cataclysm.tauniverse.com I thought I was the only one that still played that game. I've made a few maps but I used normal tilesets. I've been wanting to make custom tiles so maybe I'll check out terragen. 0 Share this post Link to post
andrewj Posted May 18, 2005 Mancubus II said:If edge ever gets slopes it would be cool if they were implemented in the same manner as the zdoom slopes are, at least in terms of defining them in your map. That would make the process a lot easier. Yes, if EDGE ever gets slopes we'll do it in a compatible way. 0 Share this post Link to post
Jon Posted May 25, 2005 Hey maybe I'm totally getting this wrong but I can't get any of the output to work in zdoom 63a or 96, and I can't get wadauthor to open any of the generated files. Fetching doom builder as we speak. Can someone compare md5sums of the binary with me? I have two zterrains: 582802fa1e6309c9c01b8510899206df *orig/ZTerrain.exe 912ffca5558e73d7a1d57b9dc2191155 *ZTerrain.exeWhen I try to run the 'original' ZTerrain.exe (Ling sent me it, the current one for download is newer?), I get 'This program cannot be run in DOS mode.' which is a queer error since I was running it in a WinXP command prompt. 0 Share this post Link to post
NiGHTMARE Posted May 25, 2005 It won't work with .63a because slope things are bugged in that version (and all others up until .91 or so). I couldn't tell you why you're having problems with .96, though. 0 Share this post Link to post
Jon Posted May 25, 2005 NiGHTMARE said:It won't work with .63a because slope things are bugged in that version (and all others up until .91 or so). I couldn't tell you why you're having problems with .96, though. Cheers, that was enough to solve the problem. using .96, then opening the resulting wad in doom builder seems to do the trick. 0 Share this post Link to post
SyntherAugustus Posted May 25, 2005 Shtbag667 said:I thought I was the only one that still played that game. tauniverse.com 0 Share this post Link to post
Planky Posted May 25, 2005 I would play TA more often, if it werent for the fact it keeps crashing halfway through my game. I suspect I fucked up my hpi/ufo files o_O 0 Share this post Link to post
Negatronica Posted May 26, 2005 Mine does the same thing. I think it has something to do with all the conflicting AIs I have installed. 0 Share this post Link to post