Well, as long as it doesn't get TOO silly, threads like this can be kinda fun. But, first request for Quake 3 gets my foot up their ***.![]()
Well, as long as it doesn't get TOO silly, threads like this can be kinda fun. But, first request for Quake 3 gets my foot up their ***.![]()
But Quake2 doesn't ? sweet ;P
Death To MP3,
:3
Mida sa loed ? Nagunii aru ei saa"Gnirts test is a shit" New and growing website of total jawusumness !
Making those sprites isn't too hard, you can make the process automated. Just write a little program that loads a Quake model, renders it from 8 different sides and takes a snapshot of each rendering. Voila, there's yer sprites.
And Quake does support sprites, but they're not used a lot. Rocket explosions (the central 'poof' part, not the particles) and those light bulbs in the Azure Agony level are examples of sprites. You would have to add support for 8-sided sprites that change depending on your view direction, but that's pretty simple.
But you're right - what you'd get would essentially be Doom with simplified Quake content. That's not necessarily a bad thing though, that's how they got Duke Nukem 3D to work on the Mega Drive after all.
heh if i'm correct it's the the memory required for the sprites! Polygon models are made up of a number of point based integers which requires less memory (minus the textures). Is that right chilly?
Yeah, the space is better devoted to textures. Oh, he's right about the sprite support. I'd forgotten certain things (like the rocket explosions) were done as sprites. The primary advantage of sprites is speed - they're much faster to draw than a 3D object. That's why Doom 64 uses sprites still - they wanted the game to be as fast as possible, even when tons of bad guys are on screen. If you ever noticed, Quake doesn't throw tons of bad guys at you like Doom did. It's because too many 3D bad guys slowed it down too much.
RELAX!! Pretend it's a game.. Maybe it'll even be FUN!!
Wolf3D's enemies were also 8-sided, if I'm not mistaken. Maybe that one or two console ports didn't, but the original PC version had enemies looking in all directions.
Now that we're talking about it, it sounds like a fun experiment to change Quake's enemies to 2D sprites. I might try doing it sometime soon. It's probably easiest for me to do it with Quake 2, since I have already written MD2 loading code before, and I have Q2's engine source compiling and running on my PC. If I can find a couple of free evenings, you'll hear from me again.
That's the main issue with Wolf32X - since it uses the original data files, you have the original "low detail" sprites and walls. Some newer commercial conversions (not open source) used updated graphics (and sound). Oh well. At least Wolf32X has all the directions on the sprites.
oh its more than possible you figure the 32x has two 32 bit processers plus the combined power of the sega genesis is more than enough not to mention if you combined the sega cds processing power as well it would be pretty had to pull off though.
Hi Everyone
I'm new here. I just Googled "Quake 32X" and I landed here.
I was just curious, is the project still alive ?
Whenever Chilly releases the real Doom 32X I am going to have to hole up for a couple of weeks. It'll be ugly and awesome at the same time.
Nothing is impossible, son!
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