Doom E1M1 Map


(Gir) #1

I have started on replicating E1M1 of Doom 1 in Radiant

Here is what in done so far

Original

ET

All the Ratios are 1:1 between Doom Builder and the Radiant Version are the same, and use the same Grid Size, the heights between Wall and Ceiling are same between games , but Doom seems morph the map when in game, so its really difficult to get the Ratios Rights

Also in Doom the Wall Textures have brightness controls, can this be done in Q3 Engine ?

Also since the character height in ET is larger, you have to crouch in the passageways

The Textures are ripped from Doom, but i notice how ugly Bilinear Filtering really is in the Quake 3 Engine, the textures look nice and Sharp in Doom, but in ET, ugly.I think the Quake 3 Engines games would look lot better if they removed Bilinear Filtering and came up with something better.


(Gir) #2

GL_LINEAR , looks much better


(cheesy) #3

Ah the memories. I’m going to get on my P486DX and load this 16 bit wonder :slight_smile:


(Gir) #4

I need help with the Sky Shader.

This is what i am getting


textures/skies/doomsky
{
	qer_editorimage textures/skies/esky.tga
	nopicmip
	skyParms - 512 -
	{
		map textures/skies/skydoom.tga
		tcMod scale 3 1
	}
}



The only texture for the sky is this

This is what i am trying to achieve


(kilL_888) #5

[QUOTE=Gir;398422]
The Textures are ripped from Doom, but i notice how ugly Bilinear Filtering really is in the Quake 3 Engine, the textures look nice and Sharp in Doom, but in ET, ugly.I think the Quake 3 Engines games would look lot better if they removed Bilinear Filtering and came up with something better.[/QUOTE]

you can try render method GL_LINEAR i think and you’ll get the same result as in doom. i’m pretty certain all games before the 3d acceleration generation of graphics card used linear filtering.

also you can force anisotropic filtering by driver which i recommened. also enable anti aliasing.


(Mateos) #6

skyParms - 512 -

When the pic is 256x128? Maybe remove the last -, always read sky shaders with 2 args on this line, will recheck.

Edit: Goldrush has 2 skyParms lines. One like yours, the other different. At least with shader you don’t need to recompile for such edits (Lighting I guess need recompile).


(Gir) #7

I made Progress

Still cant get the Sky right


(ailmanki) #8

Your sky is not compatible with the skybox system of ET.
Try the download here: http://risen3d.drdteam.org/downloads.htm doom1 skyboxes. They are not ‘original’ though…


(Mateos) #9

You talk about a “skybox system”: how should be the file(s) to work fine as a skybox?


(.Chris.) #10

[QUOTE=Gir;398422]All the Ratios are 1:1 between Doom Builder and the Radiant Version are the same, and use the same Grid Size, the heights between Wall and Ceiling are same between games , but Doom seems morph the map when in game, so its really difficult to get the Ratios Rights
[/QUOTE]

You shouldn’t really do it like that for the following reason:

Instead just make it feel like the original whilst making it suitable for ET’s player height and player speed.

I see similar mistakes made when people try converting real life buildings to a game using 1:1 ratios, it doesn’t work like that, it’s not like converting inches to mm, there are many more variables involved than the dimensions.


(Gir) #11

[QUOTE=.Chris.;398703]You shouldn’t really do it like that for the following reason:

Instead just make it feel like the original whilst making it suitable for ET’s player height and player speed.

I see similar mistakes made when people try converting real life buildings to a game using 1:1 ratios, it doesn’t work like that, it’s not like converting inches to mm, there are many more variables involved than the dimensions.[/QUOTE]

I have done 60% of the map so far with 1:1 Ratio, when 100% i will scale the map.