![]() Second I really like the Lighting you put in but the map can't have it, Because since in the original Wolf 3d the entire level had the same light level you could see perfectly, but in this you can only see where lights are and some locations have no light so it is impossible to see. Quote: "I have a few problems with this version, first of all it put me on level 2 to begin with. Just very preliminary stuff that I'm not ready to release.Īfter I get the guards AI fully working with models, I'll work on the enemy sprite system for the retro look. On death, the guards are currently just vanishing, no sounds or animations. It certainly doesn't help that the models are actually animated in a smoothly flowing sequence from one to the other.Īnyway, as for combat, I have a basic pistol working that is killing the guards. They're also animating.ĭoes anyone have a list of the frame indexes for the DM2 models? My workflow here consists of sitting through some 100,000+ frames and guessing at where each animation is supposed to start and end. Right now, I have all the easy difficulty guards loading up and facing the right direction. Quote: "This is very impressive! Are you going to try and keep it retro, or add per-pixel lighting, normal mapping, etc.?"Ĭurrently, I'm using the DM2 model to test guards for AI and combat. I don't have Wolfenstein so I can't check it out but it looks cool so far. Notice the command "set object radius o,-1" used when creating the objects, this is because without using this command it would go faster with 1000 object because of the automatic culling system. Rotate camera camera angle x()+mousemovey(),camera angle y()+mousemovex(),0 What's up with that? however, I'm not culling the planes that are up against other planes yet. (edit) I made it use planes and cull any planes that wouldn't be visible and you know what happened? The framerate dropped even though the polycount went WAY down. But when in the level, it seems to never go below 800fps. Or would that be overkill? On the first level, when back all the way out of the level so that everything is visible, I get about 390fps. That could be used for determining where to put floor tiles at the very least.Īlso, do you think it would be worth it to actually go and construct the levels out of planes rather than cubes? I think it might cut down on the number of polygons even more. But as you can see from my first screenshot, the level data does actually, rather surprisingly, contain room sector information. Do you have any suggestions about how to go about texturing the floors? I really don't want to go about putting YET ANOTHER set of wall blocks down to act as the floor. RiiDii, I'm going to begin working on the collision code today. I'd also like to get some models going for the decorations, such as the lamps, tables, barrels, wells, and whatnot. If anyone would like to help out with the models, we can wrap this game up. The only thing stopping me from making more enemies is a lack of models to work with. This is so that the game doesn't have to be recompiled to take replacement models and animations. The dogs still need retexturing to look like German Shepherds.Īlso, the model animation system has been designed to be flexible enough that one can simply replace the. The textures of the Guard and SS models have modified textures intended to make them more reminiscent of the original game. I still haven't tested it on lower end systems, so if you have a lower end system, please let me know how it works out for you. The resulting framerate is about double now. Pathfinding data now builds nearly instantaniously. No errata that I'm aware of at the moment. PageUp/PageDown currently lets you cycle between maps. WASD Moves around, mouse turns your view.Ģ Switches to Machine Gun (if you have it)ģ Switches to Gattling Gun (if you have it) Now included with the game are 60 original maps that can also be played with a registered version of Wolf3D (just copy my wl6 files in to the Wolf3D folder). If you have the registered version of the game, just drop it's maphead.wl6 and gamemaps.wl6 files into the DarkWolf folder and DarkWolf will automatically load those up instead of the shareware maps. Included are the Wolfenstein 3D shareware map files straight from the shareware version of the game.
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