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Furniture and other scenery

Tue, 23 Dec 2008 17:59:49

RambOrc

Should I build stuff like chairs from sectors or can I use 3D models? There already are chairs, tables and the like converted from Hexen II and Heretic II. Is there a noticeable performance impact or some other limitation with a larger number of 3D models in a map?
Tue, 23 Dec 2008 19:44:41

Crimson Wizard

AFAIK models slow game less than complex map architecture.
Tue, 23 Dec 2008 20:07:47

Stryker

Yeah, from my experiences playing games models are better than the complex architecture. So I think models would be better off.
Tue, 23 Dec 2008 20:38:58

RambOrc

Good, two questions: 1) How do I add a model into a map with WadAuthor? 2) Can someone make a model pack (or several for different groups) and upload it?
Tue, 23 Dec 2008 22:20:37

Stryker

[quote="RambOrc":100l2dlu]1) How do I add a model into a map with WadAuthor? I think you have to create a whole new object and then assign the model to it... or something to that extent. [quote="RambOrc":100l2dlu]2) Can someone make a model pack (or several for different groups) and upload it? Can't help there, however. Since I have no access to any models.
Wed, 24 Dec 2008 12:13:10

Crimson Wizard

[quote="RambOrc":20yq4j8x]Good, two questions: 1) How do I add a model into a map with WadAuthor? There's no way to add just a model to map, it must be someTHING (some thing <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> ) that has a model as a representation in the world. So, basically, as Stryker said, you must have an object, a new thing type. So you better make a list of decor you need and we will add new things to KRPG progs. Models could be attached later <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> (In fact you can do new thing types yourself rather easily if you learn decorate <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> ) [quote="RambOrc":20yq4j8x] 2) Can someone make a model pack (or several for different groups) and upload it? Alex-bomberman is our official team-member-modeller who have not done anything in particular to our project(s) yet <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> By the way, check out his latest models for Doom: <!-- m --><a class="postlink" href="http://vavoom-engine.com/forums/viewtopic.php?f=10&t=1470">http://vavoom-engine.com/forums/viewtop ... =10&t=1470</a><!-- m --> I wonder if he's going to work on KRPG models .
Wed, 24 Dec 2008 14:09:58

RambOrc

Back in 2001 or so a large number of Heretic II / Hexen II models have been imported, to the jHexen 0.99.6 format back then, this included tables, chairs, lamps and the like. Not sure whether they can be used for Vavoom or whether it's better to re-import them anew from the original H2 game files.
Wed, 24 Dec 2008 14:33:06

Crimson Wizard

Alex-bomberman sais: Hexen2 model format is MDL Heretic2 format is FM8 jHexen and Vavoom use both MD2. So, it looks like JHexen models should be usable for Vavoom.
Thu, 25 Dec 2008 22:39:53

Firebrand

I've converted all the original Hexen decorations made for the newest Doomsday version to work on Vavom (if you play KA with the model pack you can see that EVERY decoration now has a model counterpart, the game isn't impacted very much IMO), if you supply me with the models that were converted, I can begin adding those objects to the KRPG progs and convert their models, making a small pack with them like I did with KA, it's not too fun, but it only has to be done once, heh! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 25 Dec 2008 23:06:28

RambOrc

Not sure what exactly is at <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/koraxdev_old/modeling/july29/">http://downloads.orcishweb.com/koraxdev ... ng/july29/</a><!-- m --> , could be all the models in there.
Thu, 01 Jan 2009 22:03:21

RambOrc

Have you been able to check out those ZIP archives? To me it looks like everything we ever converted from the H2 games is in there, you could start with <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/koraxdev_old/modeling/july29/korax3dmodels_good.zip">http://downloads.orcishweb.com/koraxdev ... s_good.zip</a><!-- m --> I guess, it includes things like chairs, pews and lamps which I am most impatient to be able to add to a town map again, haven't been able for the last 4-5 years and so today's town maps are not yet 100% clearly better than the original city map made in 2001. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> With a few types of furniture and the shopping system of KMOD added to the existing KRPG code that already has code for NPCs and dialogues, the city map could be mostly finished up so I can start work on the dozen villages.
Thu, 01 Jan 2009 22:25:48

Firebrand

Yep, I've begun working on that file, I'll begin implementing models for indoor stuff (chairs, tables, other misc things I found there), there are some nice street like lamps too and other nice decorations for outdoors too, I'll implement these first, since we are now only working on towns and small houses <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 01 Jan 2009 22:42:35

RambOrc

Yep, the noncombat areas are my first priority, since that part is limited and better plannable. There is no upper limit on the number of dungeon maps and both their number and their quality of final polish will be probably limited by release date more than anything (I anticipate pretty much all aspects of KRPG to be done earlier than the last finishing stroke on the last map).
Thu, 01 Jan 2009 23:01:27

Stryker

Ramborc, are there any specific types of maps (cave, house, whatever) that I should be working on right now? Or just do whatever at the moment?
Thu, 01 Jan 2009 23:54:16

RambOrc

With non-combat maps (mostly villages), the look and feel of the architecture comes first. With combat maps (dungeons and the like), playability is most important.
Fri, 09 Jan 2009 01:36:20

RambOrc

Would it be possible to get a version with a few models supported for KRPG for a start (models and any additional files needed so they work in the engine, updated WadAuthor config file or a list of what thing number is what etc.)? Including following models from the "good" ZIP file: - barrel - bench - chairs (just 2-3, the less special, wooden ones fit for mass-adding to a normal town) - chandelier (just the one that looks most like the Hexen bitmap one, not sure which number) - fountain - pew - table1 - table2
Fri, 09 Jan 2009 13:38:10

Firebrand

Yep, with this list is easier to know what´s more needed, I´ll implement these ones first adding a new thing ID´s list in TXT format (as we did for KA) and try to update the wad author config if possible, you might have this implemented by sunday afternoon or monday at the most <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.

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