Implementing Doom 3 maps

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Implementing Doom 3 maps

Postby theusurper » Thu Jan 15, 2009 5:47 pm

Well i was looking around after Div said that the engine can support IDTech4, and i'v hit a wall.. and i have the following notes to leave(for my own reference and for anyone else who wants to implement this.)

DP will have to be modified to support dynamic lighting. - edit: ok this is already there! stupid me..

a lot of the IDtech4 maps support megatexture.. time to support the same?
DP must literally be modded to come to the level of tech 4 to support .md5 or so i believe.. plz correct me if i am wrong. though this is quite a massive undertaking if even possible(ok idtech4 is kinda old but i dont really see where to start.), if we are to go through with this, we will essentially have to overhaul DP.. again i maybe terribly mistaken.. this is my analysis thus far..

A penny or two for ur thots.[/quote]
Last edited by theusurper on Fri Jan 16, 2009 5:31 am, edited 1 time in total.
theusurper
Member
 
Posts: 20
Joined: Tue Dec 23, 2008 6:17 pm
Location: Bangalore, India

Postby BlackHC » Thu Jan 15, 2009 6:30 pm

Just let me reply with a kind W-T-F?
Keep digging then......
BlackHC
Newbie
 
Posts: 1
Joined: Thu Jan 15, 2009 6:27 pm

Postby Asraniel » Thu Jan 15, 2009 6:55 pm

doesn't DP already have dynamic lightning? even if not that advanced as doom3
Asraniel
Alien
 
Posts: 112
Joined: Tue Feb 28, 2006 9:15 pm

Postby Sepelio » Thu Jan 15, 2009 7:12 pm

Asraniel wrote:doesn't DP already have dynamic lightning? even if not that advanced as doom3


It does. Its just annoying to place in maps because you have to use the ingame edit mode for them.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
Sepelio
Forum addon
 
Posts: 1101
Joined: Tue Jun 27, 2006 7:57 pm
Location: Scotland

Postby Asraniel » Thu Jan 15, 2009 7:50 pm

well, that wouldn't be a problem with doom3 maps, would it (since they are already supposed to be there)
Asraniel
Alien
 
Posts: 112
Joined: Tue Feb 28, 2006 9:15 pm

Postby theusurper » Fri Jan 16, 2009 5:25 am

i see so i was mistaken about dynamic lighting.. if we already do have dynamic lighting why is every1 still compiling lightmaps for pete's sake.. k so point no1 is gone..
theusurper
Member
 
Posts: 20
Joined: Tue Dec 23, 2008 6:17 pm
Location: Bangalore, India

Postby divVerent » Fri Jan 16, 2009 6:30 am

Because it, that is, "realtime world lights", is slow.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby theusurper » Fri Jan 16, 2009 7:41 am

o ok..
theusurper
Member
 
Posts: 20
Joined: Tue Dec 23, 2008 6:17 pm
Location: Bangalore, India


Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron