Copy Link
Add to Bookmark
Report
Doom Editing Digest Vol. 01 Nr. 389
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #389
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Thursday, 24 August 1995 Volume 01 : Number 389
Re: Sky texture warping (long)
Re: Sky texture warping (long)
RE: Graphic editing
Re: WHat ever happened?
Quake editing language
Ultimate DeHackEd...
Re: Ultimate DeHackEd...
----------------------------------------------------------------------
From: Ted Vessenes <tjvessen@midway.uchicago.edu>
Date: Tue, 22 Aug 1995 19:21:43 -0500 (CDT)
Subject: Re: Sky texture warping (long)
> Interesting, so the player is always centered with the sky mapped on a
> cylinder (not a sphere) 'out there' - and this's what gives the illusion of
> distance. I guess Quake will map the sky onto a sphere.
Actually, I'm guessing from the screen shots that the sky will be mapped
onto a horizontal plane "way up there". It will be parallax, and the
sky will have "shifting clouds" or something cool like that.
- -Ted
- --
Ted Vessenes | "The only force stronger than fate is dramatic irony."
tedv@geom.umn.edu | "[William] Shatner couldn't direct his way out of the
tedv@cs.umn.edu | bathroom with both hands and a map!"
tjvessen@midway.uchicago.edu -Ryan Ingram (1st), -Kibo's .sig (2nd)
------------------------------
From: a13231@mindlink.bc.ca (drake o'brien)
Date: Tue, 22 Aug 95 22:01:13 PST
Subject: Re: Sky texture warping (long)
>> Interesting, so the player is always centered with the sky mapped
>>on a cylinder (not a sphere) 'out there' - and this's what gives
>>the illusion of distance. I guess Quake will map the sky onto a
>>sphere.
>Actually, I'm guessing from the screen shots that the sky will be mapped
>onto a horizontal plane "way up there". It will be parallax, and the
>sky will have "shifting clouds" or something cool like that.
oh oh, this's just what I didn't want to get into, guessing games about
Quake, but what the hell... I didn't get anything from the screen
shots except an itch to play the game. Wouldn't a parallax effect come
as a spinoff from mapping sky onto a sphere, just as a very nice parallax
effect follows from mapping onto a cylinder? And wouldn't mapping onto a
sphere be the most efficient calculation? Wouldn't mapping to a plane be
unidirectional - unless the sky were mapped to 6 planes, in which case the
engine would have to deal with corners? I can't visualize the mapping to a
plane idea at all whereas I can easily visualize a nonrepeating spherical
mapping as a simple extension of the kind of thing I see (now) in Doom.
I certainly hope the Quake sky'll be animated. I tried everything,
including stuff that was totally nonsensical (heheh, so what's new?), to
animate the Doom sky but nothing worked.
------------------------------
From: Olivier <montanuy@lsun80.lannion.cnet.fr>
Date: 23 Aug 95 11:30:52+0200
Subject: RE: Graphic editing
> I'm getting to the point where I want to mess with graphics.
>I guess I want to start off with figuring out how to work with
>the F_SKY texture.
F_SKY is a flat, not a textures.
It's a dummy thing, replacing it is useless.
Go see the SKY1 SKY2 SKY3 textures. They are the real sky.
Hope this helps you (and other newbies)
Olivier
------------------------------
From: helmberg@li03.ad.or.at (Florian Helmberger)
Date: Wed, 23 Aug 1995 13:49:56 +0200
Subject: Re: WHat ever happened?
At 07:57 21.08.1995 CST, M&Ms <millerm@uwwvax.uww.edu> wrote:
>A group of people went out months months months ago to create a complete
episode
>for DOOM2. (Actually, there were 2 groups.) One died. Anyone know what
happened
>to the other group?
There is also another group which is maintained by Dennis Moeller. It's in
his final state. Maybe Dennis can tell you more about it.
- -Florian
btw, it's a 32 level CoOp Wad with new textures and (maybe) new music.
___________________________________________________________________________
Florian Helmberger e-mail [MIME] : helmberg@li03.ad.or.at
Himmelpfortgasse 10/6 PGP : pgp-public-keys@kub.nl
1010 Vienna Key fingerprint : D6 B1 36 B6 7C 94 E3 C3
Austria, EU E3 A5 80 8F 6E 10 A8 5A
- ---------------------------------------------------------------------------
Quis leget haec?
------------------------------
From: LummoxJR@AOL.COM
Date: Wed, 23 Aug 1995 10:46:46 -0400
Subject: Quake editing language
I realize, of course, that it's too early to speculate, but the unofficial
specs did mention that monsters and such would be using a C-like event-driven
language.
Is there anyone who knows more details on the subject?
So far, Epic Sabotage had sounded pretty impressive to me, but if this is
true, it will blow away the competition before it ever gets off the ground.
Lummox JR
Doom hacking nut
------------------------------
From: Matthew Miller <rmiller@infinet.com>
Date: Wed, 23 Aug 1995 15:13:55 -0400 (EDT)
Subject: Ultimate DeHackEd...
It seems that the latest version of DeHackEd (v2.4?) doesn't work with the
Ultimate Doom--does anyone know the custom offsets to use in the
dehacked.ini file? (And before you ask, yes, I *am* too impatient to wait
for the next version of DHE) ;)
Matthew Miller -- rmiller@infinet.com
------------------------------
From: Greg Lewis <gregl@umich.edu>
Date: Wed, 23 Aug 1995 16:02:00 -0400 (EDT)
Subject: Re: Ultimate DeHackEd...
> It seems that the latest version of DeHackEd (v2.4?) doesn't work with the
> Ultimate Doom--does anyone know the custom offsets to use in the
> dehacked.ini file? (And before you ask, yes, I *am* too impatient to wait
> for the next version of DHE) ;)
DeHackEd v3.0 is being released today. It should solve your problems.
Since this is an editing list and not an "announce" list I'm not going to
post the official notice here, but watch for it on all the standard Doom
announcement newsgroups and stuff.
And don't bother with the offsets. They don't work anyways.
Greg
------------------------------
End of doom-editing-digest V1 #389
**********************************