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New to Vavoom from GZDoom

Thu, 12 Aug 2010 09:41:17

ChupaReaper

I haven't used Vavoom before but I've made a huge 3D project on GZDoom, I got sick of GZDoom though as it seems quite behind now (especially with some issues from the dev team I think). Does Vavoom fully support GZDoom mods? I know Vavoom does 3D floors (but is that just the old way or does it use the 3d floors that legacy and gzdoom have?) Is modeldef the same and is decorate up to date with zdoom? What are the specular and other lighting/bumpmapping features like?
Fri, 13 Aug 2010 14:46:22

Firebrand

[quote="ChupaReaper":21n4sbdo]I haven't used Vavoom before but I've made a huge 3D project on GZDoom, I got sick of GZDoom though as it seems quite behind now (especially with some issues from the dev team I think). Does Vavoom fully support GZDoom mods? It supports most of GZDoom's features, except model support, if your MOD uses models, you will have to create the model definitions to use with Vavoom. Also, DECORATE support is being extended in the development branch, if you use the latest SVN version, you will be able to use most DECORATE functions up to ZDoom 2.4.1, with some small exceptions, which will be added ASAP. [quote="ChupaReaper":21n4sbdo]I know Vavoom does 3D floors (but is that just the old way or does it use the 3d floors that legacy and gzdoom have?) I don't know what you mean with the old way, Vavoom is compatible with doom legacy's 3d floors, it uses inverted planes for creating them. We don't have plans to use the GZDoom way of doing 3d floors as of now. [quote="ChupaReaper":21n4sbdo]Is modeldef the same and is decorate up to date with zdoom? Modeldef doesn't works with Vavoom, but the format is similar to it, if you want some examples, I would suggest you to download the model packs and see how they work, if you have additional questions regarding this, we'll be happy to answer them <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="ChupaReaper":21n4sbdo]What are the specular and other lighting/bumpmapping features like? Lights were using lightmaps (like in Quake), but since the last version, the OpenGL renderer has got support for shaders, now lights are drawn using them, which allows us to provide realtime shadows (with the obvious performance hit when rendering large amounts of lights, depending pretty much on video hardware) as for bumpmaps, Vavoom doesn't supports them.

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