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MaxWindiff

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About MaxWindiff

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    Warming Up
  1. MaxWindiff

    A more complex PSP question

    If you simply want the sky to look a little bit foggy, you can cover it with a translucent white (or colored) layer. However I think the effect will not be very obvious.
  2. MaxWindiff

    Doom Rendering

    Um?? I cannot load it...
  3. MaxWindiff

    Doom Rendering

    You mean me? Not writing anything... just interested in 3D rendering algorithms (especially older games like Doom/Quake, since I want to know the difference between them and today's games).
  4. MaxWindiff

    Doom Builder building

    Nono... that is exactly how I encountered the bug.
  5. MaxWindiff

    Doom Rendering

    For the clipping buffer... how do you implement it? I think there have to be two parallel 1D arrays of integers to indicate the undrawned "top" and "bottom"... am I correct?
  6. MaxWindiff

    Doom Builder building

    Sorry I don't understand... do you mean if I config Doom Builder to "Always rebuild nodes", it will be fine?
  7. MaxWindiff

    Doom Rendering

    Woo! Thanks for your detailed explanation... I think I got it now. You are really a genius!
  8. MaxWindiff

    Doom Rendering

    I am not quite sure where to post this... so I wish to put it here. Please correct me if I am wrong. I have been reading some Doom 3D engine articles, and most of them tells me that the engine is able to achieve 0% overdraw and relatively efficient visibility calculation. I also see in one thread that Gherkin said that building a BSP is the only efficient way to display the map in the 3D editing mode of DB. Can anybody tell me a brief description of the technique used by the Doom engine and DB (or simply the name of the technique used)?
  9. MaxWindiff

    Doom Builder building

    Umm... I have did a windows update and tried the fast build options, but the problem is still there. Today I tried to find out some details about the problem. First I tried to create a simple map (again with two sectors and 1 player start). Then I saved it while asking Doom Builder not to build the nodes. When I open the WAD in a hex editor, I found that the THINGS, LINEDEFS and SECTORS sections are empty. The file size is also too small - only 109 bytes. Then I opened a map in Doom 2, and used "File -> Save Map into..." to save it as an individual PWAD. When I tried to load it in Doom Builder, it crashed, so I open it with a hex editor again. Now the file contains some... stuffs like texture names and binary data. But the THINGS, LINEDEFS and SECTORS are still empty. The PWAD can be found here: http://personal.ie.cuhk.edu.hk/~tng2/map01.wad I hope this will help.
  10. MaxWindiff

    Doom Builder building

    Hello everyone~ I am a new user of Doom Builder 1.3, I have a problem in building the maps. When I create a simple map (two connected/disconnected sectors, one playerstart) and try to build it, the program goes crazy. The two sectors are still there, but the vertices move to random places. You can see a screenshot here: (before) http://personal.ie.cuhk.edu.hk/~tng2/doombuilder_1.png (after) http://personal.ie.cuhk.edu.hk/~tng2/doombuilder_2.png I have tried to use it in my school' computer running Win2000, and the editor works well. However in my home PC running WinXP, it has this problem. I have tried to switch to another node builder but the problem remains. I have also attempted to run the editor and/or node builder in "Win2000 Compatibility Mode", but it doesn't help too. Does any know a solution to this? Thanks so much!
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