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HUD models!!!
Posted: Thu Oct 11, 2007 10:44
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
Posted: Thu Oct 11, 2007 14:44
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).
Posted: Thu Oct 11, 2007 19:36
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?
Posted: Fri Oct 12, 2007 17:19
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
Posted: Mon Oct 15, 2007 0:05
by Alex-bomber_Man
Then what is about combining our forces in it?

Posted: Mon Oct 15, 2007 14:08
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
Posted: Mon Oct 15, 2007 16:34
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.
Posted: Thu Oct 18, 2007 21:32
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

Posted: Fri Oct 19, 2007 13:26
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?
Posted: Fri Oct 19, 2007 15:03
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.
Posted: Fri Oct 19, 2007 17:00
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?
Posted: Thu Jun 12, 2008 9:50
by Graf Zahl
Another one that has been added in the meantime.