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Hi there!

Thu, 11 Oct 2001 01:19:00

dj_jl

Hello out there! Here's Janis, author of Vavoom. Tomorow I will upload an alpha version for your testing. As I promised, I added console wariables gl_blend_sprites (for OpenGL) and d3d_blend_sprites (for Direct3D) to draw sprites like in DoomsDay engine. Set to 1 to enable it.
Fri, 12 Oct 2001 01:41:00

Camper

He Yo Just finished testing the actual vavoom version you gave us(v110) and it's cool. Nice skyboxes, slopes and 3d floors. Now i will have a look about the md2 support and the progs compilation. What will be interesting is how far the engine integration goes and where the progs begin. Questions: - Can the maxviewdistance be set by the progs or console variables? - And how will the distance clipping (or fogging) be handled? - And how are the new md2 models integrated - And is there animation support for md2's So much for now, thanks alot. Hold Position, Camper [ October 11, 2001: Message edited by: Camper ]
Fri, 12 Oct 2001 04:59:00

RambOrc

Well 3D models are working fine as when I entered the Winnowing Hall there've been chandeliers who even casted shadows. Which brings up the question, how do I define an object to cast light instead of casting a shadow? And hey that new skybox feature is simply GREAT! [img]images/smiles/icon_smile.gif[/img]
Sat, 13 Oct 2001 16:49:00

dj_jl

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR><STRONG> What will be interesting is how far the engine integration goes and where the progs begin. </STRONG><HR></BLOCKQUOTE> In short things handled by progs are: - almost all game part that happens in level. i.e all map objects, monster AI, doors, plats, lights, player movement, etc. - status bar - menus - client side effects - particles, dynamic lights - intermission and finale screens <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR><STRONG> - Can the maxviewdistance be set by the progs or console variables? - And how will the distance clipping (or fogging) be handled? </STRONG><HR></BLOCKQUOTE> Currently they are hard coded, but I will add console variables. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR><STRONG> - And how are the new md2 models integrated - And is there animation support for md2's </STRONG><HR></BLOCKQUOTE> Model info is added to the states in progs. See sample.vc for syntax. Model files must be located in <gamedir>/models. Also Vavoom doesn't support scaling and shifting and skin name must have full path relative to the game directory (for example models/trees/tree1.pcx). I will upload a command line utility, which can easily fix these requirements. Example usage: fixmd2 tree1.md2 s0.9 z32 /models/trees/tree1.pcx And currently skins must be in Hexen palette, but I will now add support for skins with any palette and posibly also for truecolor skins. About the shadows - I will check why.

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