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XiaoYangGuang

A new project, uses GZDOOM [Warning, uses some large pictures]

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Hi everybody, it has been a long time since any updates, or so it seems at least. I had to resize almost everything due to me being stupid and not using the exact sizes all the time.. Anyway, I am almost back where it was before I started redoing it and now its hell much more correct. as well as some "minor" updates, of which you can see down here. Keep in mind, that the second room has had no actual work done yet, just look at the tv and pc backside as well as that keyboard. everything else there is f####d up.


http://i38.tinypic.com/2e4cj9w.jpg
http://i37.tinypic.com/etwa5x.jpg
http://i33.tinypic.com/16bhxmq.jpg
http://i35.tinypic.com/a26u78.jpg
http://i34.tinypic.com/8wf4o1.jpg
http://i38.tinypic.com/rwjal0.jpg

Please comment =), so I can know whats inside your brains, or else maybe I have to dissect some!, Oh here in china, many people actually eat brains, :P

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Looks pretty realistic. The display don't look so real, shouldn't it be 4:3? Now it looks 1:1..

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GreyGhost said:

The computer, TV and keyboard are either too tall or not wide enough - apart from that, looking good.


Might have something to do with the fact that vertical map units are bigger than horizontal map units. I don't know for sure though, since I haven't worked with models in DOOM ports.

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GreyGhost said:

The computer, TV and keyboard are either too tall or not wide enough - apart from that, looking good.


No, the size is pretty much correct, except that the tv screen is not wide enough. I have double checked the size, but I use much more units than normal doom so it may seem weird for a doomer

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That's because Doom's formatted for the 320x200 resolution originally and so the original engine was designed through that. You will have to 'squish' your textures and such vertically.

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I've also noticed this need to change proportions with models. The modeling programs I use presumably have consistent units in all directions. However, to create something that looks like a cube in Doom, its height needs to be taller than its widths.

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I use 256 units as the height for the room, and the keyboard is 48x16 ingame, which is a 768x256 pixel texture. The tv was made a little bit wrong but should be pretty easy to fix that quickly, I made it a 1024x768 texture so its a 64 inches wide and 48 inches tall (Size confirmed of course.)I guess the doom player would be something like 192-200 units tall if this was the normal size, But I don't think this matters at all, it's not a doom style map. I was thinking that I could make some invisible sector that the player walks on, so it looks like you are this tall. Even cooler would be to make the level something like 512 or 1024 tall, but that would be a "spinoff", Right now I am totally focusing on the correctness of the looking, (compared to the real thing) and later I will probably make different versions of the room, with destruction look, old look, modern etc etc, you name it. After I have finished this project, I will for sure reuse the textures and make a realism levelset. ºÃÂð£¿

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Reinchard666 said:

256 units for the ceiling? This is something like 8 m...
In my project I use 100 units for height of room, sometimes 128.


In comparison with doom its quite insane, but think about it, due to the fact that doom only supports 1x1 units as smallest, then you can do more detail this way etc, as long as the camera is okay then it doesnt matter , but for normal doom mapping I certainly wouldnt make it this way unless I had something special in mind

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