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Model backface culling

Posted: Fri Jan 05, 2007 14:02
by Nash
I've started work on what I hope to be the official GZDoom model pack. I've finished some simple items so far; the health and armour bonuses, the medikit, stimpack and berserk and I've started working on the spheres.

One thing that would make the spheres and health bonuses look more convincing is if I actually enclose them within reversed polygons.

Currently, GZDoom draws the backfaces of a model's polygons.

I propose an option, that will make GZDoom not draw the model's backface. I'm not sure where this would go, maybe a keyword in MODELDEF or something?

Posted: Fri Jan 12, 2007 20:48
by Chilvence
Hey Nash, its nice that you are working on models, but do you really have a reason to start a whole new project? Why not join forces with us unwashed jdoom lepers? The JDRP already has really nice powerup models and most of the decorations, its monsters it needs.

Posted: Sat Jan 13, 2007 12:00
by Nash
But JDoom's and GZDoom's model format and animation systems are so different from each other... how would we begin to start making the two interchangable with each other?

Posted: Sat Jan 13, 2007 12:09
by Graf Zahl
The models themselves are exactly the same. Only the definition files are different.

Posted: Sat Jan 13, 2007 12:27
by Chilvence
Exactly, You only have to make some definitions that work with GZDoom, and then (well, theoretically) the pack should be compatible with both. The only things I can think of that will be hard to cross over are particle effects and multiple sub-models, although I believe GZdoom supports multiple models per object?

I'll struggle with that though, because now I use Linux...