AdamStrange

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Viewing 15 posts - 211 through 225 (of 648 total)
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  • in reply to: mojo3d – proper camera class? #9438

    AdamStrange
    Participant

    Brilliant Mark.

    Here’s the correct result I was looking for:

    in reply to: mojo3d -custom model format #9403

    AdamStrange
    Participant

    ok. I’ll look into that and report 😉

    in reply to: doom research #9376

    AdamStrange
    Participant

    tiny update

    pic shows 3 of the 4 kinds of unit:

    grey pillar – can’t pass

    lime pickup – just as it says

    yellow box. Original it was a box, but I decided a sort of circle made more sense as that is the collision it uses. basically it is something you can jump onto, climb onto, fall onto, etc. it will also stop you if it is too high. and it responds to things being fired, etc

    the last one -not shown is ‘ignore’. it is a things that is ignored as if it is not there (collision wise)

    in reply to: doom research #9354

    AdamStrange
    Participant

    all going well. The latest is pillars.

    a pillar is a thing that you can’t pass through:

    just select a triangle and the “create pillar” and a pillar will appear in the middle of any selected triangles.

    You can see a pillar above in grey with it shown on the map as a grey blob.

    Pillars automatically adjust to the triangle they are on and collision is automatically handled as well. there will be controls for making a pillar bigger or smaller and moving a pillar around.

    in reply to: bit xor #9342

    AdamStrange
    Participant

    Brilliant – thank you 😉

    in reply to: Quake BSP loading #9341

    AdamStrange
    Participant

    It’s all very impressive – great work 😉

    in reply to: doom research #9318

    AdamStrange
    Participant

    Now that I’ve fixed the steps, I’ve done the same for the ceilings. so for any triangle it can have a separate floor and ceiling height, that can be adjusted in realtime.

    I’ve been working on the gui and added dynamic side panels which can either be left or right.

    And now for something different…

    triangles now have a light parameter from 0 to 1. this sets the overall light a triangle has and allows for doom1 style lighting effects. NOTE: this is NOT lighting and doesn’t use any lights as such.

    So given a trigger you could turn on/off lights, flash them, etc

    I’m working on a lighting system that will give loads of lights with very little overhead (not deferred either)

    in reply to: Doom Research Download for testing #9294

    AdamStrange
    Participant

    no problem – will get it looked at 😉

    in reply to: doom research #9291

    AdamStrange
    Participant

    ok. After a lot of tweaking and dealing with ‘step’ problems. here’s the result:

    You can see that the default (initial) simple map has gone. This map was created in about 2 minutes.

    In essence you click a line (in the map) and decide to extend a triangle or quad – buttons will appear in the left panel gui

    You can select vertexes, lines or triangles.

    vertexes and lines will allow dragging to change the map

    triangles can be multiple selected and their floors raised and lowered – steps will appear automatically and correct and have very little overhead when being recalculated – so platforms, rising stairs is a possibility.

    selecting anything one the map and making changes is all done realtime in the 3d view.

    It’s a bit like staring in a cube and then carving out the places you can go.

    in reply to: Doom Research Download for testing #9255

    AdamStrange
    Participant

    @Paks did you fire (space) and check the particles?

    in reply to: Doom Research Download for testing #9252

    AdamStrange
    Participant

    second version for testing is now available. this has basic particles, collision and initial vertex map editing:

    https://adamstrange.itch.io/techdemo

    Gret to get some feedback on how it works, and your thoughts?

    in reply to: Color #9186

    AdamStrange
    Participant

    how about:

    col = Color.Yellow * 0.5

    in reply to: Quake BSP loading #9167

    AdamStrange
    Participant

    a question for you…

    How are you going to support triggers, doors, movable floors, etc?

    Also collision with the map?

    is the map above showing the normals?

    in reply to: doom research #9150

    AdamStrange
    Participant

    it’s got nasty. I need to rewrite the triangle and line systems so that it could include floor. This meant getting winding directions or triangles, deciding and manipulating which way a line was facing, etc

    So now I’ve got potential floor code and just putting back the wall code, and need to do the same with the steps.

    Don’t worry if this all sounds gibberish? You shouldn’t have to think about any of it with a map editor…

    in reply to: Metal Rough Spheres example #9149

    AdamStrange
    Participant

    I get the first 2 versions on macOS – that last one looks lush.

    Seems we have our first nasty bug!

Viewing 15 posts - 211 through 225 (of 648 total)