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kdoom

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About kdoom

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  1. kdoom

    kmetal 2018

    Seems the tree models and visual mode dont get along. Since I added the trees, DB crashes when I invoke visual mode.
  2. kdoom

    kmetal 2018

    Was just experimenting with dynamic lights, and I see that these tree models do not cast shadows. That kind of sucks. I'm sure it is expensive as all hell on the GPU, but I placed one huge light, just to see how it would look. It ran just fine, but didn't give the shadows I was hoping for.
  3. kdoom

    kmetal 2018

    These old Sauerbraten trees do look ok, but I might make a new skin for them.
  4. kdoom

    kmetal 2018

    I figured out that, just like in the Sauerbraten trees I made many years back, GZDoom doesn't like it if I have intersecting tris that have a trans skin. I can work with this. I'll have to add a few more tris to the count to make them look good, but they should still be well within acceptable range. I'm tempted to just use my old Sauerbraten trees though. Thoughts?
  5. kdoom

    kmetal 2018

    tried setting the two-sided flag in blender, it didn't change this issue.
  6. kdoom

    kmetal 2018

    Interesting, I'm fairly certain those trees came from Sauerbraten in your screenie. If thats so, I made those trees many years ago, exactly how I just made this little test model. The only difference is, I think I made those old ones for Sauerbraten as .md2? Not sure about that. I did not mark the trans portions as 2 sided in blender. I doubt that has anything to do with this flickering behavior though. Also, this test does have the whole skin in one file, it's not split up. I could do that if it would work better, I just thought this would keep it simple. tree01.zip
  7. kdoom

    kmetal 2018

    Ok, I finally got back into this tree model stuff. I'm sad to say I have an issue that I think isn't fixable. I have built a crude tree model for testing, mainly because I dont know the rendering limits and quirks of GZDoom and models. I have a single skin, half of it is for the solid trunk and limbs, the other half is for the trans portions with leaves on it. GZDoom does render both sides of the trans triangles, but it has an odd flickering in-game....very ugly. it appears if the player can see both sides of the trans portion of the model, it'll start flashing as if the engine doesn't know what amount of lighting to use. bright/dark/bright, etc. I would be very happy if anyone has a workaround for this. I've used this same method to build tree models for other engines, and never saw this before, so I'm lost now. I have a feeling it's caused by the trans portions overlapping. If this is the cause, then I'll scrap this idea, because I dont want to try to build every leaf from triangles. That would be way too expensive on the polycount, in order to get the tree looking even half-ass correct. If I can get this little ( big? ) issue fixed, then I think I can make some nice trees for around 400-500 tris each. Of course when I'm done with this map, everything I have for resources will be free for all to use. This is a screenie of my "test" model. This is a basic method used in almost every game there is, so I hope someone knows a way to make it work in GZDoom!
  8. As someone who recently returned to Doom after a VERY long stint away, seeing maps like this is really awesome. I'm constantly being impressed at how many new features good old doom has now. I'm also amazed at how much activity the community still has. Very nice work on this one!
  9. kdoom

    DOOM Eternal Gameplay Reveal Impressions

    It looks great. Embrace the changes, Doom is evolving with the times. I'm happy I can still recognize some of the baddies, and the fact that enough people still want a new Doom game. I'll buy it!
  10. kdoom

    md3 with transparent skins?

    ok, I'm an idiot...nevermind, I have it working
  11. I've searched a fair bit, cannot seem to find the info to setup a model with transparent skins. I'm attempting to add .md3 trees. I want to make a trunk mesh separate from the leaves meshes, and have the leaves transparent. I know I can have multiple skins, and have that part working, but GZDoom does not assume any part of a model is transparent, even if the skin is in .png with a trans background. Any help on this will be appreciated!
  12. kdoom

    kmetal 2018

    Good points all. I'll start tinkering with some low-ish polycount trees, and see how it looks. I know better than to start using 10k poly models. Also, there wont be any light ents in the same areas as the trees, I'm mainly using the lights indoors. The outdoor "terrain" area is almost entirely sector lighting. I would love to have a "sun" ent, something that would use dynamic lighting on a grand scale. That would make tree models look really cool, as they would cast shadows. The reason I started thinking models is, I took some photos of trees, and made sprites out of them. The high quality photos as sprites just looks like total shit in-game, unless I shrink them down to normal sprite sizes...but then whats the point? I might make some other things for decoration, but that depends on if I see any slowdowns. My system is far from high end. I have a 4gb gtx960.
  13. kdoom

    kmetal 2018

    Got it working, thanks again for the help. How heavy do models weigh on performance? I'm contemplating tree models rather than sprites....maybe some other static models as well.
  14. kdoom

    kmetal 2018

    Oh wow, I completely forgot that step! It's been way too long. Thanks again. I suppose I have to assemble my .pk3 before I can load it in slade? I'm currently working from a directory tree, because I'm constantly adding and editing various items.
  15. kdoom

    kmetal 2018

    Wow...I'm such a newb. For the life of me, I cannot even find where to place that info. This is what I have in decorate : actor Ktree01 10242 { height 256 radius 32 +SOLID states { Spawn: KTRE A -1 } } Do the offsets go here?
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