Such rendering would be nice :D
Actually it's a little off-topic, but if somebody could create models and textures like these here and put them into motion in real gameplay it would awesome:
http://www.youtube.com/watch?feature=pl ... ulJCYES5Do
http://www.youtube.com/watch?feature=pl ... ulJCYES5Do
Comments
I'm doing something almost like what you are asking. My project is not nearly as loyal to the source material as that guys is but its something. I'm somewhat of a Micheal Bay (Shudder) type modder in the Doom community which means that many loyalists just hate my stuff. Some even take it as an insult. You can go here http://www.doomascension.com/features/3dmodels to see if you are interested but the site has not been updated in a long time. I've taken the project under the radar to prevent interest from burning out because this project has taken, and will continue to take, a long time to complete.
It might not seem like it but 3D is MUCH more involved than doing a still image. Not only would someone be doing what you saw that guy doing for all textures but also he'd be modeling, doing UV maps, texturing, rigging, animating and writing definitions. My guess is that what you are wanting will never happen. It's too bad really, I wish there were more 3D modeling projects happening for Doom, Heretic and Hexen. I would seriously love to see another project happening at the same time as my own that was more loyal.
You should check out this project http://www.doomworld.com/vb/wads-mods/60299-reinchards-wip-textures-and-sprites-demo-available/ by Reinchard666 of the doomworld community. It isn't 3d but it is a HD update to all of the in game assets and it is extremely loyal to the source material.
If you set it to 1080p on youtube and fullscreen, it looks better than a typical drawing. With games like Crysis 3 and more realistic games running about, Doomsday can achieve at least this detail, given enough time and work. Why is that so far fetched? Also consider that if it is made to use existing 2013 high-end hardware to its full potential, or maybe even average-end 2013 hardware, it shouldn't be a problem and maybe even run smoothly of the code is optimized to take full advantage of the hardware. By the time this came out, hardware would be even better, making it a non-issue.
I'm guessing that after the team improves the code much more and after the new render code is integrated and optimized, they will then turn their attention to doing more model and texture work. I hope so
Yes, Doomsday 2 will gain the ability to support all sorts of new visual effects once the new modern renderer is done.
I'm sorry, I'm not sure I understand what you meant so I'm not sure I can help. The ambient occlusion in the current versions of Doomsday are not quite what i'm talking about. My point was that I don't have control over the "shader effects" on my end. That is completely controlled by Doomsday. As of right now, my mod is utilizing just about everything that Doomsday has got to offer. I'm not saying you should like it though. I completely understand when people don't like the way my mod looks. That's just the way things are. Some people hate it, a lot of people don't think it will happen, most people don't care, some people are interested and then there are a few people who are excited.
I already anticipated a response like the one you made about people not taking the time to do it (last night when I was thinking how I would respond). Also keep in mind that it is logical to assume that once the code has been updated to a certain point, the community may focus most of its attention on upgrading models and textures and other assets. Thsn skyjake and Dani may devert much more of their attention on upgrading assets.
As for people taking their time to upgrade models and other stuff, I welcome you to see how much work a forum community did so far in upgrading this 1999 game (a game I play) into something that is approaching modern game detail: http://www.hard-light.net/forums/index. ... msg1671716
and http://www.hard-light.net/forums/index. ... ic=83587.0
Recently they have been adding deferred lighting and shadows. They have had normal maps for a few years now. Scroll down the page and see all the pretty screenshots.
Besides, I think you got a bit sidetracked. My posts were in response to my project vs what it would take to create a mod that looks like the subject of this thread.
I find this to be an interesting belief. The md2 limitations are not all that limiting when you think about the number of monsters that can be on screen at one time. I've done quite a bit of testing and in the current version of Doomsday having 20 models with 2k polygons on screen at once can really bog down some low to mid grade computers. Increasing the monster count to 50 can just kill gameplay. 2k polygons is very low mind you. md2 has a limit of 4k polygons and the only noticeable limitation change to md3 is the increase in polygon limit which doubles it. So waiting to model for md3 seems strange to me because when talking about limitations you would only be increasing polygons which decreases performance. The main reason for md2 hate is that awful vertex movement data loss which causes verts to wobble. Md3 does not do this. In my opinion the wobbling is hardly noticeable during real gameplay. Right now my mod uses md2 because the format limitations are higher than my personal projects limitations for performance reasons. BUT my raw assets are ready for md3 conversion the moment it is available only because of the wobbling verts. My point is that there is no reason to wait for md3 when having monsters with over 4k-8k polygons would make your mod unplayable to quite a few Doom players.
It seems that people blame the hardware too much instead of blaming the lack of optimized software. You can upgrade your hardware until you are blue in the face and it won't make a difference if the software is not optimized to take greater advantage of the hardware's abilities. I think the issue with Doomsday is not most people's PCs, but just the fact that is isn't optimized enough yet. The Freespace 2 source code project (the forum I linked you to) has the same current issues with performance when they added deferred lighting and shadows to a few newer beta builds and they will have to optimize some things in time likely before they include it into the master, and it is nowhere near as detailed as Crysis, but Crysis might run smoother since it is made for newer hardware. I never played Crysis, but I'm confident my hardware could handle at least Crysis 1 fairly smoothly at high settings, even though my video card is not the best by today's standards, but was one of the best back in 2010 when I got it. Someday I may get a 7970 when the prices go down and if I feel it is needed.