adorablesergal

Go out and make something!

๐Ÿ‡จ๐Ÿ‡ฆ Mom, ๐Ÿ•น๏ธ gamedev, ๐Ÿ”ญ amateur astronomer, ๐ŸŽจ artist, idTech4 engine appreciator, DOOM 3 shotgun enjoyer

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I was gifted a project a while back that I'm not quite sure what to do with, but it is intriguing, and so with a moment to breathe after the First Slice release, I'm poking away at TrenchBroom again, blocking out the interior of a starship named Harmony. I've read that it has a very ISS-like aesthetic: cluttered and utilitarian, yet somehow bright and clean.

These are, of course, textures and models from DOOM 3, and this is, in fact, the DOOM 3 engine which is, I guess, the engine I'm going to roll with. The final game would be completely standalone with all-new assets, but for now it's enough to simply push some brushes around to get a feel for things.


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in reply to @adorablesergal's post:

iirc i've never tried doom 3 mapping, what's the iteration time like? ie how many seconds does it take from being in TB thinking "i want to see what this looks like in-game" to seeing it in-game?

Really quick! Since D3 uses that realtime lighting stuff, compiling a map is mostly just calcs for AI pathing, collision, visportals and such, not the actual lighting itself, and if you only change entities in a map (even light entities), you only need to resave it in TB and reload it immediately in-engine to see changes.

There's also an 'editLights' command that lets you walk up to lights in-game and change them (though in my experience interacting with the in-game interface for that is a tad glitchy)

RBDoom (the source port I use) DOES include an option to create baked lighting and environment probes, but that's an extra step, and not necessary to go from TB to functional in-game play. It's not HW-accelerated so it can take a bit for larger maps, but it should be seen as a "finishing touch" step anyway. Hardware accelerated light baking is hopefully coming sometime next year, tho!

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