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Feature #1233

Feature #7: Next-gen renderer (codename "Gloom")

Surface decorations using 3D models

Added by skyjake almost 21 years ago. Updated over 8 years ago.

Status:
New
Priority:
High
Assignee:
-
Category:
Redesign
Target version:
Start date:
2003-07-10
% Done:

0%


Description

Ability to add better 3D detail to levels, such as proper
cracks in walls, pipes hanging from ceilings, railings,
houses, flagpoles etc..... to levels.Not saying total 3D,
but so the detail could be increased aside from Hi-Res
tectures etc.........

Labels: Graphics


Related issues

Related to Feature #1938: Polyobjs represented by 3D modelsNew2015-01-11

Related to Feature #1628: Surface meshesNew2013-10-22

History

#1 Updated by skyjake almost 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

Also, slope support. Now that Doom has mouse look support,
it can be feasable to put slopes in without risk of shooting
yourself (unless you shoot into the slope).

Another related idea. Ability to deform a sector. Choose one
or more points to be the peak or bottom, and have it turned
into a hill, spike, pit, rounded surface etc... Great for land,
forests (i don't think it is completely flat outdoors).

(P.S. I'm not saying make it into Red Faction and blow
everything up, if that is the idea your getting.)

#2 Updated by skyjake almost 21 years ago

Logged In: YES
user_id=717323

Slopes are a part of my current version 2.0 plans. The
existing code base is too centered on the concept of planes
being flat on the XY plane; implementing slopes now would
mean endless hours of hacking to get everything working
properly. Practically the entire renderer would need to be
rewritten, and that's already in my 2.0 plans.

Slopes are not the subject of this RFE, though.

#3 Updated by skyjake almost 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

Not only slopes but the ability to make bumpy ground/floors
and ceilings. Even bumpy walls for a not so flat look in caves,
etc.. Stuff that is pushed out.

#4 Updated by skyjake almost 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

This could also be a way to fix the horrible switch problem in
d2retex. If you can alias a texture to be a switch texture,
and then map a 3d model switch onto it then suddenly youve
saved 300% space for each switch.

#5 Updated by skyjake over 20 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

Hmm, this idea has an all new purpose. A space saver.

#6 Updated by badrad over 14 years ago

Logged In: YES
user_id=816824

This would all be very sweet! Its awesome to here the cool
new stuff in plan for 2.0.

#7 Updated by skyjake over 10 years ago

  • Tags set to 3DModel, MapData, Geometry
  • Subject changed from Surface detail 3D models to Surface decorations via 3D models
  • Category set to Redesign
  • Priority changed from Normal to High

#8 Updated by skyjake over 10 years ago

  • Subject changed from Surface decorations via 3D models to Surface decorations using 3D models

#9 Updated by skyjake over 9 years ago

  • Related to Feature #1938: Polyobjs represented by 3D models added

#10 Updated by skyjake over 8 years ago

#11 Updated by skyjake over 8 years ago

  • Target version set to Rendering

#12 Updated by skyjake over 8 years ago

  • Related to deleted (Feature #7: Next-gen renderer (codename "Gloom"))

#13 Updated by skyjake over 8 years ago

#14 Updated by skyjake over 8 years ago

  • Parent task set to #7

#15 Updated by skyjake over 8 years ago

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