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Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Risen
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Post by Risen »

I didn't realize that alpha PNGs were supported. You may have just won me away from sticking to original ZDoom.

One of these days I should figure out how to actually build models that work. So far I haven't found any useful information on doing that. Those are supported now, too, right?
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Paul
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Post by Paul »

Their support is heavily limited.

-Animations don't have frame-interpolation. If you've ever played Quake 1 you'll know what I'm talking about.
-Models cannot be rotated from the editor (like decorations) in all 360 angles, only square and diagonally.
-Dynamic lighting doesn't illuminate polygons. The models are always wholy ambiently lit.
-Models cannot be pitched in the game. Firing a rocket vertically will make it fly aligned to the horizontal axis.

I really hope Graf implements full support. Some day...
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Risen
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Post by Risen »

Even just using models for decorations like ZanZan did would be quite useful.
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Post by Tormentor667 »

Risen wrote:Even just using models for decorations like ZanZan did would be quite useful.
Aren't ZanZan monsters also models?
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Paul
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Post by Paul »

Yes they are. And that is very possible at the moment since Zdoomgl (old) that ZanZan uses used no frame interpolation.

I wonder if it would be possible to recreate zanzan with Gzdoom. ZOMG, great idea ;)
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Post by Alter »

Paul your work is AWESOME I will play the r one mod i promise ;)
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Post by smg m7 »

*Ahem*

HOLY CRAP! Geez, Paul, that's the kind of thing I've always wanted to see done in any Doom port.
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Tormentor667
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Post by Tormentor667 »

Paul, this looks indeed awesome... although it's a bit strange when the models aren't illuminated and instead fully birghtened up by the sector light :(
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Paul
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Post by Paul »

Yeah. I hope Graf will implement them to a better degree. Soon. Dynamic lighting also renders all polys of models fullbright so it doesn't help either.
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Tormentor667
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Post by Tormentor667 »

Where do you get your models from? Or do you model everything on your own? With what sort of program? Is there a simple one for MD2/3 tasks?
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Paul
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Post by Paul »

Model my own using Gmax. Well, modelling alone is not a hard task (depends on a model) but uvmapping and painting skins for it. Yeah, that can be pretty hard.
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Post by ellmo »

Paul wrote: In screenshots thread:
I don't think I'll move away from Gzdoom since it has everything Zdoom has + much what I always wanted to have in it ;)
It's amusing, how much this statement is similar to the one I used, to encourage you to use GZD :roll: . If you're going to change your mind again, I will come to your house, kill you, eat your corpse and cry "BURN!"...

Oh, and by the way - as it has been a long time since I visited DRD - where can I learn about 3D modelling for GZDoom?
Not more than two months ago, Paul and I had some problems with building the models, exporting them and using... not mentioning the skinning process which was far beyond my skill and understanding. But seeing how Paul managed to get MAILMAN to work in the Beaufrot's hangar, I presume there is already a tutorial covering it.

and long live DRD and ROne!
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Paul
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Post by Paul »

Jake wrote::roll:
Actually, since model support is rather limited in G, I was thinking of moving away from it, but it was a lame decision. I :love: 3dness and hi-resness even if it results in laggage.
I presume there is already a tutorial covering it.
Nash was so kind to write a documentation concerning models importage that made most of my doubts vaporise.

Other than that there's a wonderful tutorial that teaches you a hella lot. It's called "Trail and error".

Sorry for offtopicness, but ellmo, give me your photo so me and Grub can put it on the team page. Make sure it's a crazy photo.
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Post by ellmo »

Paul wrote:Make sure it's a crazy photo.
All my photos are crazy. I'm far from being photogenic...
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Paul
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Post by Paul »

ellmo wrote: All my photos are crazy. I'm far from being photogenic...
I keep hearing this waaaaaay too often from various people.
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