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SRB2 - Community Build! - Full color Edition! (PNG)
Version: 1.1, by Kalaron Kalaron is offline
Developer Last Online: May 2014

Version: SRB2 Rating: (24 votes - 4.67 average)
Released: 06-10-2011 Last Update: Never Installs: 25
Re-Useable Content Code Changes Sprites/Graphics Is in Beta Stage

What is it:
SRB2 Community Build is a source code mod that is both a refinement and extension of the game engine that powers SRB2.

SRB2CB's goal is to provide an alternative SRB2 engine that brings a new breath of fresh air into SRB2 for both players and modders alike.

NOTE: SRB2CB is more centered toward modders and level designers, there's features in here for everyone too, but I'll focus more on modding capabilities and adding new features to the engine

----

SRB2CB v1.1

Regular Version

Download (includes a bunch of example wads for modders)
http://www.mediafire.com/?b6z7rbe26gt0ege


Source code: (not needed to use SRB2CB, this is if you want to see how it works)
http://www.mediafire.com/?7e79k1y2addzskr


------

Special PNG Edition for modders ONLY


This version allows you to just go crazy on the textures, WAY easier texture adding, no color restrictions, and images size up to 2048x2048 are supported

Any modders should have no trouble using this release to make some cool levels, as always the source code is included for you to customize anything you want ;)

Download:
http://www.mediafire.com/?4k48bwc5t53it6y

Source code with PNG goodness:
http://www.mediafire.com/?qapzzdnluzx9q7e


New Extended PNG Texture Pack: More than 200+ community made textures

Replace srb2cb.wad with this new one, this wad is constantly updated between SRB2CB releases, so always make sure you're up to date so you can have all the latest textures and play mods that use SRB2CB and the texture packs that come with it.

http://www.mediafire.com/?2s5okms91p3pe9q

This a complete PNG conversion of all flats and textures in the game, PLUS 200 community-made textures from 2008 - 2011


Feel free to add any textures or sprites to this new texture wad, SRB2CB uses it to run, but it can be modified and added to independent of the SRB2CB version - so any new texture/sprite art content can be updated for any modders to use right away.

Again, Feel free to submit any textures or ANYTHING you want to this! It's a community effort!

Videos:
------

Full color texture support and easier adding

http://www.youtube.com/watch?v=P0_m4G1ljws
Breaking away from regular SRB2's image format, which was limited to 256 colors and handled resolutions of up to 256x256 - SRB2CB's new PNG feature allows modders to focus on adding art to their projects without worrying about color loss or image size restrictions, SRB2CB uses lossless color quality and can handle image sizes from 32x32 up to 2048x2048, with support for any non-power of two image size in between as well(You're not restricted to 64x64, 128x128, 256x256 and so on)

Easy texture adding:


The default SRB2 uses a fixed texture list: Before you had to manually edit the name and the resolution of a texture before adding it in and sometimes you even had to break up a texture into multiple parts, now you don't need to worry about that. Add a single texture image into your data file and SRB2CB lets you use it without a fuss.

You can also interchangeably use the same texture both on walls and floors too - no more worrying about corrupted floor and ceiling texture data like the old method had.



Frivilous extras!

http://www.youtube.com/watch?v=ZLuegMSzmdM


http://www.youtube.com/watch?v=iphwFyA5Wjo

You'll find small little touches and differences from the default SRB2 in this mod, from new shields, new items, and console commands to random little easter eggs.



---------------

Feature list:


Improved OpenGL renderer - OpenGL mode has finally been FIXED and improved!
  • OpenGL mode is capable of displaying nearly all level effects with little to no visual errors
  • Extreme optimizations, you can look in all directions with no disappearing objects and the framerate got a 150% boost compared to SRB2's default OpenGL renderer
  • Much richer colormap effects
  • Coronas are back and they also got a major speed boost!
  • New sprite shadows that stay in one direction (enabled using shadows 1 in the console)





Polyobjects render flats!
They are rendered by default, so now a whole new dimension of map-making is now possible!
Mappers can configure a polyobject's startline to render the top and or bottom of the polyobject, give the start line a flag of:
  • Bouncy - to make it not render the Bottom of the polyobject
  • Transfer line - to make it not render the Top of the polyobjects



Skyboxes
Ever wanted to make the sky a 3D background? Well now you can.
You can render another part of a map as the sky, it looks like this:





*** Slopes ***
…wait, what? Yes, slopes. WITH COLLISION AND PHYSICS
  • Roll down a slope to gain momentum
  • Jump while going up a slope and gain vertical momentum
  • Run off a slope and you go upwards a bit - so ramps are possible now
  • Floor and Ceiling slopes
  • Dynamic slopes that can change according to the height of a sector
  • Any sector of any shape or size can be sloped, no limits on how many vertexes!
  • Slopes are setup by linedef (ZDoom/GZDoom style for those who are familiar with slopes)
  • Even grass edges can be sloped!
  • Slope within slope support



NOTE:
  • Crazy physics like running on walls is not supported with slopes....(yet), but the physics included are decent enough to make functional ramps that you can catapult off of at high speeds



Mult-character MD2's
(Custom character MD2s are now supported)


Here's how you set them up:
In your MD2.dat file, use this format
Code:
Nameofcharacter md2filename.md2 scale 0.0
Example:
Code:
Sonic Sonic.MD2 3.0 0.0
Tails Tails.MD2 3.0 0.0
Knuckles Knuckles.MD2 3.0 0.0
The part with (name).md2 is the filename and can be changed.
The first word in the line is the name of the actual character.
Another example:

Code:
Cream Cream3D.md2 3.0 0.0
^ This will load an MD2 named "Cream3D.md2" for the character "Cream"
The character's name is the same name used when typing "skin" in the console.
MD2.dat is also no longer case-sensitive, so typing:
Cream, CREAM, cream, or even CReaM will still be recognized by the game.

New and improved bots - They use their abilities in Coop mode and are just a bit smarter in Match mode, they are also stable and are a lot less likely to crash the game.


A new kind of Motion Blur! - works with speed sneakers, hitting a red spring (try GFZ2), or when falling down at a fast speed (you have to see this for yourself, no screenshot :P )

Balloon fountains and particle fountains!


Other Nice Stuff:
You can take a screenshot without having a message flood your console
(clears console lines that are on screen too)

You can unspin while rolling by pressing the spindash button again
New "shield" command gives the player a shield from 1-8

Scale works up with 25-500 (and up to 5,000 when scaling other objects)

The camera auto-adjusts to slopes!

New Sonic 3 shields, Flame, Lightning, and Bubble shield!

Brand new multiplayer colors, including purple, dark red, dark blue, black, neon green, and hot pink.


New Linedef Effects:
  • 386 Slope Frontsector Floor
  • 387 Slope Frontsector Ceiling
  • 388 Slope Frontsector Floor & Ceiling
  • 389 Slope Backsector Floor
  • 390 Slope Backsector Ceiling
  • 391 Slope Backsector Floor & Ceiling
  • 392 Slope Backsector Floor & Front Ceiling
  • 393 Slope Backsector Ceiling & Front Ceiling
  • 80 - Spring Bouncer
    The length of the line determines the strength, this makes a sector tagged with this effect act like a spring!
  • 446 Set 2D Camera Distance"
    Linedef executor that changes how far the camera is from the player for 2D mode

New Objects:
  • 580 - Hang-glider
  • 582 - Skateboard
  • 572 - Bumper (works like a diagonal spring but doesn't put the player into a different animation
  • 570 - Yellow sideways spring
  • 573 - Balloon - like a spring except animated and floats!
  • 574 - Respawning Balloon - can be jumped on more than once
  • 571 - Red sideways spring
  • 575 - Big balloon fountain - activates a swirl of multi-colored balloons!
  • 576 - Small balloon fountain
  • 585 - Particle fountain!
  • 586 - Spiral particle fountain!
  • 790 - skybox viewer
  • 791 - skybox map center
  • 440 - Sonic 3 & K Bubble Shield
  • 441 - Sonic 3 & K Flame Shield
  • 442 - Sonic 3 & K Lightning Shield


For dynamic 2D mode, there are some special objects that allow mappers to more easily align the player to the 2D track!
  • These are triggered when a player enters a dynamic 2D sector, so these objects must be placed in an "Enable 2D mode" sector to work
  • Just place these objects to where you want the player to be
  • These objects automatically teleport the player and do not effect the player's speed.
  • 780 - Aligns only the players X axis
  • 781 - Aligns only the players Y axis
  • 782 - Aligns only the players Z axis
  • 783 - Aligns the players X and Y axis
  • 784 - Aligns the players X and Y and Z axis
  • 785 - Aligns the players Z and X axis
  • 786 - Aligns the players Z and Y axis

New Sector Effects:
15 - Spring Sector (works with spring sector linedef)

**More detailed documentation coming soon to the SRB2wiki**

------------


NOTES:
  • SRB2CB is OpenGL based, so nearly all of these new features have been designed for / can only be feasibly done in OpenGL.
  • The OpenGL system has undergone some changes, so even if your computer couldn't run OpenGL mode before, it might work with SRB2CB.
  • SRB2CB requires data files from SRB2 v2.05 or later
  • SRB2CB is still under development, so not all features may work perfectly yet
  • When in doubt, SOFTWARE MODE IS UNSUPPORTED KTHNXBYE
  • Also, to experienced mappers, feel free to add any SRB2CB mapping tips to the wiki for things such as slopes or skyboxes


OpenGL tips:
  • Turning fog mode on is EXTREMELY recommend, it's almost required for things to look nice
  • Fog density of at least 64 is also recommended
  • The game automatically starts in OpenGL mode
  • If the game gives an error when you start it up in windowed mode, try running it in full screen, or try changing SRB2CB's resolution in your config.cfg file or autoexec.cfg file

Credits
Special thanks to Nev3r, ZTurtleman, and a bunch of other people on srb2's IRC channel!


-Kalaron

Download Now

File Type: zip SRB2CBWin32a.zip (2.08 MB, 7357 views)
File Type: zip SRB2CBPNG.zip (8.16 MB, 5547 views)

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  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 09-25-2011   #402
Kalaron
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Stuff like per-character waypoints will be an easy thing to add after the main path code is added - so customization like that can easily come later, no problem

For the most part, everything is going to be pretty much backwards compatible with this current version, so there's no hold up for level designers - I won't try to add any abrupt compatibility breaking things

So to answer your question, don't hold back - I'll sort through keeping everything organized :)
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Old 09-25-2011   #403
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Quote:
Originally Posted by Kalaron View Post
Waypoints are branching paths that act as guides for bots to traverse a level - as in, without running into walls, they follow and choose paths based on recordings of how a real person plays a level. For complex things like single player or race modes, bots can follow multiple combinations of these branching paths for less predictable behavior, or even path choices based on events that are currently going on (Example: If a player is near a bot, the bot can attack, then run away by taking the path that will go farthest away from a player, if the player is about to drown, it'll find the nearest path to a spring or air bubble).
Interesting concept. Would this particular option be able to be turned off, for anyone who would want the bots to just follow them, kind of like the botcoopai function from other bot-based mods?
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Old 09-26-2011   #404
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Now that path finding is planned, why not add ghosts in time attack?

Automatically creates a bot path while time attacking, then when time attacking again, you see the ghost player (only the ones that are your character) following that path.
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Old 09-26-2011   #405
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Of course, ghosts for time attack would be a natural extension of such a feature! :D

----

Ok, so I have a new somewhat controversial proposal for the immediate next version:


TX_START support everywhere:

This is already partially implemented in the current version, but it suffers from nasty conflicts when mixing TEXTURE1 and TX_START textures.

The proposal is: Add all textures and FLATS the new TX_START way - supporting PNG and (the old image format may or may not be supported anymore, depends on if the current untamed monster of code can handle things :/ ).

This will remove flat & texture duplicates, get rid of those messy TEXTURE1 & PNAMES errors SRB2 has always had, and it will allow for unrestricted texture detail without having to mess around with palettes. This also removes any need to break up large textures into multiple patches- texture size up to 1200x1200(!) will be supported. PNG conversion requires almost no extra effort - you should use SLADE which can batch convert any bmp/doom format texture you make as PNG, even saving transparency correctly when using cyan colors! (Of course, you can also directly import PNGs to SLADE)


A new texture data file will be included with the next release that will contain PNG versions of all the flats and textures from the default game AND from the SRB2 Asset Pack (both the new 2.0 one AND the older 1.094 one)

And since SRB2D2 can organize these textures into groups, it will be easy to a find a specific genre of texture across the massive texture update.


Controversial parts:
  • Compatibility issues with old wads that use custom textures(but I heard the next version official of SRB2 would break this compatibility anyway) Any wads that don't use custom textures will still be 100% compatible

Benefits:
  • No more texture headaches
  • No flat/texture duplicates
  • Unrestricted creativity (YES, it IS possible to draw decent full color textures that fit with the game's cartoony style - the palette only restricts colors, but I assure you using a palette doesn't automatically make bad textures any better - like anything else, it depends on the artist, PLUS no more ugly down-sampled textures either!)
  • You can now use a full range transparency levels per pixel!
  • You'll be able to use any texture on a wall or a floor

Last edited by Kalaron; 09-26-2011 at 01:21 AM.
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Old 09-26-2011   #406
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Quote:
Originally Posted by Kalaron View Post
texture size up to 1200x1200(!) will be supported.
This gave me the idea to use a PNG (1024x512) on a made skybox and have it look as if a 3D sky exists. I'm not sure how to put it but the new size limit can create that possibility.

Quote:
  • You can now use a full range transparency levels per pixel!
Wait you mean like how opacity works in images?


Also do you think it's also possible to set an optional 2D mode using NiGHTS Tracks? It would add (many) more dynamic views to 2D Sections/Stages.

Last edited by chi.miru; 09-26-2011 at 01:46 AM.
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Old 09-26-2011   #407
Kalaron
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Quote:
Originally Posted by Pac View Post
This gave me the idea to use a PNG (1024x512) on a made skybox and have it look as if a 3D sky exists. I'm not sure how to put it but the new size limit can create that possibility.
Yup, I'm actually making a level right now that uses 1280x500 PNG textures to make a custom skybox :D I haven't tested what the real max image size is, but so far 1920x1080 images have loaded up just fine (don't go too crazy, I tried a 5120 x 2880 image and the game couldn't handle it :P )

Quote:
Wait you mean like how opacity works in images?
I mean, the FULL range of transparency:



For example, you could put this image as a middle texture of a wall or on an FOF and, these red, green, yellow, and blue cubes would all still be partially see though. So you can use transparency for multiple things, like leaves with smooth transparent edges, a stain glass window, transparent glass textures, etc. - There's a lot of possibility here


Quote:
Also do you think it's also possible to set an optional 2D mode using NiGHTS Tracks? It would add (many) more dynamic views to 2D Sections/Stages.
Yup, it's possible (and requires some math too :P) and it's on my TODO list.
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Old 09-26-2011   #408
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Quote:
Originally Posted by Kalaron View Post
Y
I mean, the FULL range of transparency:

For example, you could put this image as a middle texture of a wall or on an FOF and, these red, green, yellow, and blue cubes would all still be partially see though. So you can use transparency for multiple things, like leaves with smooth transparent edges, a stain glass window, transparent glass textures, etc. - There's a lot of possibility here
Then that's wonderful to know.

Also do the linedef effects (Set 2D Distance/Angle) work, or am I just doing it wrong?
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Old 09-26-2011   #409
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I have a suggestion that may help more users want to use other exes. If there was a way to recode oogaland's MS launcher to make it work for the new master system, then maybe more people can easily see which people are what exe online and can join it that way. Even though you can see it with the master server website, I think that loads of people rather have something that join right away.
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Old 09-26-2011   #410
Kalaron
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Quote:
Originally Posted by Pac View Post
do the linedef effects (Set 2D Distance/Angle) work, or am I just doing it wrong?
I think the current version can't do it - it'll be fixed in the next version though

---

So let's make a roadmap for the immediate next version:

Guidelines: SLADE and SRB2 Doom Builder 2 are the highly recommended modding tools:

SLADE (http://slade.mancubus.net/) wad editor is required for easy PNG support plus is probably just the best wad editor on the web right now.

SRB2 Doom Builder 2 (http://mb.srb2.org/showthread.php?t=36457) map editor is recommended for live slope editing in the 3D editor. This is VERY useful because you can EDIT a slope/more than one slope by scrolling up and down on a selection - no more guessing how a slope will look!
Plus the new texture organization feature will make it easy to sort through the upcoming massive addition of community textures.

New features
ALL of the features listed here are intended to be released with the very next version.
  • Slope - Linedef copy:
    These slope linedefs copy the slope of a specified tagged sector and copy it to the sector in the front or back of this linedef.
    For example: This is very useful if you're making sloped sectors with other FOFs inside them, it will keep a smooth slope keep going under the sector with FOFs.
  • The Complete set of Community Texture packs:

    Including the new one:
    http://mb.srb2.org/showthread.php?p=716906

    and even the old one!! http://mb.srb2.org/showthread.php?t=24900

    These will be included with SRB2CB by default, ready to use without having to manually put it in your wad

    - All flats and wall textures are interchangeable because of TX_START and will not cause conflicts when even more custom textures are added to a wad - It's recommended not to use overloaded textures (multiple textures with the same name)

  • TX_START + PNG flats and textures exclusively - This will still mean compatibility with current wads - the only controversial part of this is that older wads that use custom textures won't be supported, but all the community textures will be included by default.

    I'm thinking of releasing one last version that does textures the old way for anyone who wants to play current wads with custom textures with SRB2CB, but this might not be needed

  • Map editing option to turn slope camera adjusting on/off per slope via linedef flag
  • Finally remove that Sonic & Tails thing from the menu, which never worked anyway :P

  • Since slopes in their current form aren't fully physics based, there will be a limit on how steep of a slope you can stand on before falling off. This will be a temporary change until real slope physics that allow wall running are implemented.
  • I want to make this compile for linux! Any linux users out there? :O







Give suggestions on any more features you want in the immediate next release.
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Old 09-27-2011   #411
TehRealSalt
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OF COURSE!

Bumpmaps for textures.

Yay.

EDIT: I don't exactly care if this is in next release, but at least have it in another.
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Last edited by TehRealSalt; 09-27-2011 at 01:54 AM.
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Old 09-27-2011   #412
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Quote:
Originally Posted by Kalaron View Post
  • - All flats and wall textures are interchangeable because of TX_START and will not cause conflicts when even more custom textures are added to a wad - It's recommended not to use overloaded textures (multiple textures with the same name)
  • TX_START + PNG flats and textures exclusively - This will still mean compatibility with current wads - the only controversial part of this is that older wads that use custom textures won't be supported, but all the community textures will be included by default.

    I'm thinking of releasing one last version that does textures the old way for anyone who wants to play current wads with custom textures with SRB2CB, but this might not be needed
Ow. Ooooooow.

That's a pretty nasty bomb to drop there, Kalaron. What about the people who just want to use SRB2CB as a client for its improved OGL and bots? x_X
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Old 09-27-2011   #413
Kalaron
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Quote:
Originally Posted by Prime 2.0 View Post
What about the people who just want to use SRB2CB as a client for its improved OGL and bots? x_X
In that case, we can release another version compatible with the old texture method

---


- random crazy picture -

Don't expect such a thing to be released! You never saw anything as crazy as real time lighting and shadows in this engine!!!

Last edited by Kalaron; 10-11-2011 at 08:42 PM.
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Old 09-27-2011   #414
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But I just...
okay, fine whatever. Just try and put it in, okay? It would be nice to make SRB2 look a bit more modern (as in, shadowing engines can make it look more next-gen with a style).
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Old 09-27-2011   #415
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Quote:
Originally Posted by Kalaron View Post
In that case, we can release another version compatible with the old texture method

---


random crazy picture:


Don't expect such a thing to be released! You never saw anything as crazy as real time lighting and shadows in this engine!!!
....If you add that in I am going to make a special version of Sunset Pass Zone JUST FOR this thing :P
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Old 09-27-2011   #416
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Quote:
Originally Posted by Kalaron View Post
texture size up to 1200x1200(!) will be supported.
Why in the world are you picking a weird size like 1200x1200 when texture widths and heights are typically powers of two?

Quote:
Originally Posted by Kalaron View Post
random crazy picture:

Don't expect such a thing to be released! You never saw anything as crazy as real time lighting and shadows in this engine!!!
I'm gonna call crap on this one. You probably loaded up that section of the map in a real 3d editor and applied a lightmap.
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Old 09-27-2011   #417
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Quote:
Originally Posted by SSNTails View Post
Why in the world are you picking a weird size like 1200x1200 when texture widths and heights are typically powers of two?





I'm gonna call crap on this one. You probably loaded up that section of the map in a real 3d editor and applied a lightmap.
BEFORE:
Well, it could be for real but then again, there are no enemies, rings, or even decoration items in there.

NOW:
EDIT:
Quote:
Originally Posted by Iceman404
Might have? I'm pretty sure it's obvious. This is why people should read posts before criticizing them.
I should of read the post before I said something.
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Last edited by Larztard; 09-27-2011 at 08:10 PM.
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Old 09-27-2011   #418
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Maybe that is why he said it was a "random crazy" picture? He also said it wasn't going to be released so it might of just been a mock-up.
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Old 09-27-2011   #419
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Quote:
Originally Posted by Autosaver View Post
Maybe that is why he said it was a "random crazy" picture? He also said it wasn't going to be released so it might of just been a mock-up.
Might have? I'm pretty sure it's obvious. This is why people should read posts before criticizing them.
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Old 09-27-2011   #420
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Just asking,will slopes be still there on next version?
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Last edited by kyllian1212; 09-27-2011 at 09:09 PM. Reason: i forgot a ?
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Old 09-27-2011   #421
Kalaron
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Quote:
Why in the world are you picking a weird size like 1200x1200?
Well actually that's just a general idea of the size limit, it's not a hardcoded thing, it's probably around 2048x2048 and can be non-power of two, but that may depend on the graphics card :P

Quote:
I haven't tested what the real max image size is, but so far 1920x1080 images have loaded up just fine (don't go too crazy, I tried a 5120 x 2880 image and the game couldn't handle it :P )

Quote:
Originally Posted by SSNTails View Post
You probably loaded up that section of the map in a real 3d editor and applied a lightmap.

Wait, wwwwait, this the Doom engine, since when is there a converter for a Doom map to a modern 3D format? A Doom to .obj, or .3ds converter would be pretty sweet, but I've looked all over the internet and haven't even found one.

And if I did use a modern 3d editor with lightmaps - how are the darker sectors even moderately lit? - the light just goes and then stops with the rest of the area, in a very Doom-like fashion.

Quote:
Originally Posted by Iceman404 View Post
Might have? I'm pretty sure it's obvious. This is why people should read posts before criticizing them.
Of course it could be just a mock-up, and thank you for actually reading the post saying "it was just a random picture" :) But the again, could this be in game? I've never seen a modern 3D editor that can do such pixely renders and constant lighting like sector lights.

It's all in good natured fun anyway :P

Last edited by Kalaron; 09-27-2011 at 10:32 PM.
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