FraggerX Posted April 6 I'm messing around with models to create large decorations (buildings). Each room is a cube. There's a unit for the sides, and one for corners. WIP. 0 Quote Share this post Link to post
Robo_Cola Posted April 6 Awesome! They look really realistic yet adhere to Doom's (Boom's) aesthetic very well. What program are you using to make the models? 1 Quote Share this post Link to post
FraggerX Posted April 6 (edited) 2 hours ago, Robo_Cola said: Awesome! They look really realistic yet adhere to Doom's (Boom's) aesthetic very well. What program are you using to make the models? Ultimate Doom builder. That's why they look like sectors. They were made using sectors, then exported as obj. I create the decorate, add an editor number, and add a light in gldefs, then import it as an actor. Edited April 6 by FraggerX Forgot a step. 0 Quote Share this post Link to post
Bauul Posted April 6 For resource heavy maps, building the original sectors in UDB and then converting them to models is a great way to increase performance. Most of the heaviest Elementalism maps, for example, have model-converted geometry in them. 1 Quote Share this post Link to post
FraggerX Posted April 6 10 minutes ago, Bauul said: For resource heavy maps, building the original sectors in UDB and then converting them to models is a great way to increase performance. Most of the heaviest Elementalism maps, for example, have model-converted geometry in them. Fewer lines and sectors. Less work too. 0 Quote Share this post Link to post
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