News:

One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
Also on Rumble: https://rumble.com/c/c-1115371

idTech 4 (aka Doom 3 tech) Discord Server! https://discord.gg/9wtCGHa

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - nemyax

#1
id Tech 4 Mods / Re: dmap in RBDOOM-3-BFG
November 03, 2018, 10:55:51 AM
trebor
Thanks!

Quote from: trebor on November 03, 2018, 09:34:08 AMThe 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?

Quote from: trebor on November 03, 2018, 09:34:08 AMI 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.

Quote from: trebor on November 03, 2018, 09:34:08 AMYou can model maps in Blender and compile them with dmap in RBDOOM.
Do I run dmap from the engine console?
#2
id Tech 4 Mods / dmap in RBDOOM-3-BFG
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?