IPK3: Some Considerations

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Expand view Topic review: IPK3: Some Considerations

Re: IPK3: Some Considerations

by Rex Claussen » Sun Oct 14, 2018 12:23

All's well then. Thanks.

Re: IPK3: Some Considerations

by Ed the Bat » Sat Oct 13, 2018 1:16

You are correct, Rex. I noticed these textures and have long since replaced them with the closest matches from FreeDooM. I feel the end result is completely satisfactory.

Re: IPK3: Some Considerations

by Rex Claussen » Wed Oct 10, 2018 19:33

Enjay wrote:
Wed Oct 10, 2018 18:08
If they haven't been addressed yet, do you know if the FreeDoom alternatives would be OK in places where the textures are actually visible?
It's been a while since I looked at FreeDooM, so I can't say off the top of my head. However, I vaguely recall that FreeDooM's graphic resources somewhat mirror those of DooM.

In our case, I'd guess that the best way to fix the issue is to replace only the stock DooM graphic resources actually used in the game with equivalent replacements. For example, the widely-used FLOOR1_6 can be replaced with a similarly-hued red texture (it doesn't even have to be textured in the same way as the original). STARTAN2 can be replaced with any texture, as it is never intended to be seen in-game. The GRAY5 might actually be visible in-game; again, it can be replaced with any similar gray texture. And so on.

If FreeDooM offers suitable replacements, we can copy them into our game, and give credit. This will obviate the need for searching elsewhere for matching textures.

Re: IPK3: Some Considerations

by Enjay » Wed Oct 10, 2018 18:08

If they haven't been addressed yet, do you know if the FreeDoom alternatives would be OK in places where the textures are actually visible?

IPK3: Some Considerations

by Rex Claussen » Wed Oct 10, 2018 12:55

Ed, you indicated that you were developing the game as a stand-alone IPK3. I haven't taken a look at the current incarnation of the game, but I wanted to point out a couple of things to keep in mind:

1. Throughout the maps I have used stock DooM textures that are visible in-game in some instances. The most common ones are GRAY5, LITE3 & LITE5, METAL & METAL2, SHAWN2, SILVER1, STONE, CEIL5_1, CEIL5_2, FLAT1, FLAT19, FLAT23, FLAT5_4, FLOOR1_6, SLIME14/15. Granted, that the use of these textures is not obvious in-game, but the removal of stock DooM resources could highlight the missing textures. The most obvious use is on the red railings throughout the maps, where FLOOR1_6 is used for the top & bottom surfaces of the railings.
2. Throughout the maps I have used stock DooM textures that are NOT visible in-game, but are present nonetheless. This is typically where I've set up control sectors for 3D constructs, and the "unused" sidedefs of the control sectors have the default texture of STARTAN2.
3. Item 2 also applies to linedefs with the Line_Horizon special.
4. Slopes that are set up with linedef specials (as opposed to slope things) are typically set up using a stock DooM texture. The texture is not visible (when the slope is set up to be seamless with the surrounding sectors), but is present nonetheless.

I'm guessing you've already addressed these issues, but I wanted to be sure you're aware of them.

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