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Article #94140

Re: Tool to extract Doom graphics?

#94140
From: dmchess
Date: Wed, 07 Dec 2005 23:56
43 lines
2878 bytes
Chris Odorjan wrote:
> On 12/07/05 6:47 AM, dmchess@gmail.com wrote:
>
> ...
> > I did do a first cut at a few walls and floors by hand; see:
> > http://hullabaloo.simshost.com/forum/viewtopic.php?p=18653#18653
>
> I was trying to figure out what engine that was in. It took about five
> minutes before noticing the URL and forum name and realizing it was The
> Sims 2...
>

Yeah; as engines go it's got pretty good graphics, but the combat
system's really poor.  *8)

>
> > A bit
> > of a resolution mismatch, obviously...
>
> As you mention in your post there, the faces are a bit smaller than they
> should be (I think they should be twice as wide as the teleporter, but
> look more like 1.33x). The stained-glass window would be a nice effect
> in a Doom level with some custom textures...
>

I think they're actually exactly the same width.  Going back and
looking at Doom maps makes me realize that in many ways the
Sims 2 engine is (despite being shiny and modern) really primitive.
All walls are the same height, all wall textures are the same width,
and all walls are an integer multiple of that wide.  There are only
four possible orientations for walls (N-S, E-W, and the diagonals).
(Hm, does it just stretch wall textures sideways to fit on the
diagonal walls?  I've never looked at that very closely.)  On the
other hand the objects and inhabitants are actually 3D, so I
shouldn't complain too much...   *8)

(The stained-glass window would fit right into that big
cathedral-based WAD that I played the other year.  What
was it called?  It was really good.  Organ-music in the
background and everything, and good play.)

DC
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From: dmchess@gmail.com
Newsgroups: alt.games.doom
Subject: Re: Tool to extract Doom graphics?
Date: 7 Dec 2005 15:56:41 -0800
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