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  1. dileepvr

    Crusader: No Remorse in Ancient Warfare 3

    Congratulations dude.
  2. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    I made a fully functioning branch for isometric camera with orthographic projection to the GZDoom engine (in my fork): https://github.com/dileepvr/gzdoom_isometric/tree/g4.11.3_iso Video showcase: I made some test maps with assets pulled from the gamedata. Took a while to get the desired...
  3. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    Merry Chrismas and Happy Holidays resistance scum. I finally got gzdoom behaving with orthographic rendering: More details to follow once I have the code in good shape to share. Right now, adding a rotatable camera. I think an 8-viewpoint mode and a 16-viewpoint mode will be lovely. I need to...
  4. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    Yes. I have been thinking about this a lot. I think we should go backward to Doom. Everything in fixed.flx can be sector wall textures. These can be programmatically derived from the sprites in shapes.flx with Y-shearing and stretching. Here are two examples: As for objects, including the...
  5. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    Yes. I am more convinced that the Quake/Valve MAP format is the way to go. The meshes are stored not as vertices but as planes, with each plane defined by three non-collinear points. Their order decides direction of normal. The engine extends the planes until they intersect a skybox of sorts and...
  6. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    That is so cool. Wasn't hardware acceleration available? Is the code available somewhere? I don't know what the best format is yet. I gravitated towards Quake2/HL2 MAP and WAD files, thinking that their level editors are stand alone and easy to pickup. But their engines are optimized for...
  7. dileepvr

    Porting levels to 3D quake/goldsrc map format trivial?

    I've been trying to parse the C++ code from the old Pentagram team: https://pentagram.sourceforge.net/download.php And I came across this comment block at the beginning of a file: This convinced me that the whole map is tile based and all the collision boxes are cuboids. Now we already know...
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