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Messages - nemyax

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id Tech 4 Mods / Re: dmap in RBDOOM-3-BFG
« on: November 03, 2018, 10:55:51 AM »

The only part that is still missing is that the AAS compiler has no clue about the new format as it still requires brushes.
Is AAS only needed for multiplayer? Generally, is it right to say that you don't need a brush-based editor anymore to make your own singleplayer Doom 3 BFG maps?

I stopped working on RBDOOM because of lack of time.
Well I went with RBDOOM because it supports Linux. Discontinued or not, it's still a working engine.

You can model maps in Blender and compile them with dmap in RBDOOM.
Do I run dmap from the engine console?

id Tech 4 Mods / dmap in RBDOOM-3-BFG
« on: November 03, 2018, 06:03:29 AM »
It looks like there's a complete implementation of the dmap compiler in RBDOOM-3-BFG (with mesh-to-BSP support no less!). But there aren't any makefiles for building a dmap executable. Is it even supposed to be a standalone executable, or is it an engine console command?
Has anyone tested compiling maps from brush-free polygon data?

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