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Using models to create buildings


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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.

Screenshot_Doom_20240405_185442_072405.png

Screenshot_Doom_20240405_185422_072340.png

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Awesome!

They look really realistic yet adhere to Doom's (Boom's) aesthetic very well.  What program are you using to make the models?

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Posted (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 by FraggerX
Forgot a step.

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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.

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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.

 

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