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Hi=res textures

Sat, 16 Sep 2006 16:03:30

Giomancer

I downloaded the hi-res textures from jfiles, but I'm not quite sure how to use them in Vavoom, so any words here would be appreciated. - Gio
Sun, 17 Sep 2006 01:25:32

Firebrand

Floors should go in the basev/game/textures/flats subdir, wall textures should go in the basev/game/textures/patches, if you want you can also use the hi-res UI if you place it on the basev/textures/pics subdir <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. Hope this helps you out.
Sun, 17 Sep 2006 02:59:05

Giomancer

Ah, that's great! How about the model pack (for Heretic) from jfiles? There are a few more gaps filled in their most recent version. I tried unzipping the pk3 into a model directory but they changed all of the filenames, and I couldn't get that to work. The one for download here works fine, of course. - Gio
Sun, 17 Sep 2006 04:04:48

Giomancer

[quote="Firebrand":1oy2g9ky]Floors should go in the basev/game/textures/flats subdir, wall textures should go in the basev/game/textures/patches, if you want you can also use the hi-res UI if you place it on the basev/textures/pics subdir <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. Hope this helps you out. Okay, I sorted them and put them in properly, but it still doesn't work. Is it because of their format? They are all .tga files. EDIT: Well, I changed a few to .pcx and that didn't work; however, putting the UI in basev\heretic\textures\pics worked perfectly. EDIT2: I got flats to work, they had to be renamed slightly to match the Heretic names (they all had "flat-" in front). - Gio
Sun, 17 Sep 2006 11:54:14

Janis Legzdinsh

Wall textures must go into <gamedir>/textures/walls (note that in next version this will change). You can't directly use Doomsday model packs in Vavoom.
Sun, 17 Sep 2006 15:42:34

Giomancer

Thanks, Janis. Everything works perfectly. About the models: how can I convert them to work with Vavoom? Simple renaming doesn't work, I tried that already. - Gio
Sun, 17 Sep 2006 19:27:55

Firebrand

The first problem about models is their triangle count, they have a high triangle count, which Vavoom doesn't support yet, another problem is that the JDoom models are "separated" ( because of the very same thing) in different models, i.e. a normal Imp is formed by 3 different models (body, head, etc.), this isn't supported by Vavoom neither, the model definitions are stored directly on the progs source, so to use JDoom models, you should first reduce the triangle count, then merge all in one model and update the model definitions in progs source, it's not as easy as it seems <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 17 Sep 2006 23:10:44

Giomancer

<!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Nope, there's no way in hell I can do that, I wouldn't even know how to begin. I have the artistic talents of a dead squirrel, and the programming ability of a living one. So yeah... I'll stick with the usual models then. - Gio

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