HUD models!!!

Moderator: Graf Zahl

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Alex-bomber_Man
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HUD models!!!

Post by Alex-bomber_Man »

Why can't be implemented support for HUD weapon models? It would be wery usefull,
evenmore: i need that because in my project QUAKED DIMENSION everything is made
in models (only some effects use PNG sprites), and with quite a nice graphics sprite-HUD
looks awfull =( Please, work with that
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Nash
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Post by Nash »

One thing I noticed is that with the HUD, you can never have enough resolution for the player's hand/weapon. It will always end up looking pixelated no matter how high resolution the sprites are.

Models would be a better choice (and would probably use less memory too).
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Alex-bomber_Man
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Post by Alex-bomber_Man »

I'm too about that. MY models even take less memory then lowres sprites packs from original doom =)
And they look quite detailed in the same time =)

OFFTOP: BTW, where i'm to start a topic about a new GZDoom Resource Pack development?
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KeksDose
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Post by KeksDose »

You can bump your old thread, as it's actually your journal and you can bump it when you want =P

BTW, I work on a similar thing, with the difference that I don't have models. :P
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Post by Alex-bomber_Man »

Then what is about combining our forces in it? ;)
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KeksDose
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Post by KeksDose »

Um, no, no thanks, I don't want anyone to force my effects with models on them >.< It should be totally separately, IMO.

[On-Topic]
I would really love to see models as a replacement for HUD graphics, it's only the question if Graf is more like 'wanna work with it' :P
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Graf Zahl
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Post by Graf Zahl »

To be honest, I recently spent most time on Doom writing my Doomscript compiler and I'm sure that that will be my main focus for the upcoming months as well. So unless I get some help better don't hold your breath. I simply don't have the time to add all this stuff myself.

If I could get someone willing to flesh out the entire model stuff (it's far too basic right now) I'd be really grateful. Of all the things it's probably the thing I feel the least motivation to work on.
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Alex-bomber_Man
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Post by Alex-bomber_Man »

KeksDose wrote:Um, no, no thanks, I don't want anyone to force my effects with models on them >.< It should be totally separately, IMO.
Heh.. Ok, i'm too will create myself. So we are to get 2 different packs. BUT: can you give me a few screens of your product? Ofcourse i will make the same ;)
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Nash
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Post by Nash »

Graf, may I ask what exactly is keeping the models from working with the HUD? What kind of technical difficulties do you run into?

I always assumed that the MODELDEF parser will easily replace any sprite frame with a model.

I guess that something in the HUD weapon sprite code is very different and therefore models have to be handled differently?
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Graf Zahl
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Post by Graf Zahl »

HUD models haven't been implemented. There's no technical difficulties. There's nothing at all at the moment.

And yes, models there have to be handled differently.
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Nash
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Post by Nash »

So basically, it's not really "difficult" (compared to the alpha PNG bug that you initially dismissed but eventually fixed, or other bigger renderer features like vertex lighting and unanchored sprites, etc), you just didn't code it (for whatever reason) when you were initially designing the model code?
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Graf Zahl
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Post by Graf Zahl »

Another one that has been added in the meantime.
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