Hello everyone, I've got a little side project going called DoomHD. I call it a side project because I actually have another project which is a remake of Trespasser and I've been using the Doom project to learn new software and tools.
I'm having a little break from working on Trespasser and have started some more work on Doom so I can get up to scratch on modelling and texturing techniques.
I'm currently hunting for an engine to test in, and Doomsday looks really nice. I've tweaked the settings to a point I'm happy with and it looks and runs really nice.
I have some questions about the engine and what file formats it supports, and what it may support in the future.
For model and level textures, can or will the following maps be supported; normal, height, specular?
The engine currently supports md2 models, but will this be upgraded with a newer format?
MD2 is from quake 2? Meaning it is keyframe animation and pretty low vertice precision?
I'm not too worried about keyframe animation, and vertex precision is not that big of a deal, but at one stage it would be nice to have some skeletal animation for rag dolls and what not. Would be cool to have enemies heads follow you around, and watch them tumble down some stairs or watch the weight of their legs pull them over a ledge.
I've got a thread going over at Doomworld and have posted a few WIP shots of some exterior level models I'm working on. These are made by exporting the episode one maps as OBJ's and then building an exterior over top. The exterior is based on the building designs in the Intermission screen. The hope is to have an elaborate skybox +3D landscape with all the other levels visible in the distance. I hope to split the terrain and levels up and place them as decorative models over the standard maps.
Are there draw distance issues that would make this impossible? Or as someone suggested, some engines won't draw a model if it's in a sector that you're either not in or can't see. So it could mean the model(s) disappear now and then, which wouldn't be good.
Does MD2 have a poly or vertex limit? I want to make some very high detail models and use LODs, but I'm worried some of my models might be a bit high. I'm thinking 2500-3000 might be the absolute Max, for a boss model like spidey.
I've got plenty more questions to ask, but I'll save them for another time.
By the way, can anyone recommend a good blood patch or some kind of way to make blood decals stick around forever? I'm happy with the level of gore, I'd just like it to stick around for longer!