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View Full Version : Getting the model pack to work with Absolution


Kamex
March 26th, 2004, 08:48 PM
Is this possible? I got everything set up and went into the game. The 3d models were there, but they were really screwed up and very difficult to see.

I started trying this when I noticed that the "Enable 3d Models" option is still in the control panel.

Kaiser
April 9th, 2004, 03:39 AM
3d models do not work in the TC.

That option was mistakenly left in there.

Kamex
April 9th, 2004, 07:21 AM
Alright

but why was it necessary to remove them?

The Undertaker
April 9th, 2004, 10:28 AM
Because there are no 3d models for Doom64. You'd be using the ones from Doom2.

Kamex
April 10th, 2004, 01:50 PM
I know that, that's what I tried to do. What's the problem with it? If people would rather use Doom 2 models instead of Doom 64 sprites, then why not let them? The Doom 2 models aren't even all that different anyway, except for maybe the CacoDemon and the Pain Elemental. I've already adjusted the model scale to match the new eyeheight using math for every model.

Edit: Plus, without this feature, there can never BE Doom 64 models. What if someday someone wants to make them? Enabling the models again (and Hi-Res textures if you disabled that) would leave the door open to someday having much better graphics for the TC.

ToXiCFLUFF
April 11th, 2004, 04:26 PM
Personally, I think there's a large difference in visual style between Doom/2 and Doom64. Substantially different enough that content from either would look out of place in the other.

Kamex
April 15th, 2004, 09:31 AM
In an attempt to get the 3d models to work (this was long before this thread), I loaded the wads and definition files of absolution in doomsday. The 3d models looked great. Of course, it wasn't possible to play this way for long because the nightmare imps couldn't attack...but my point is that I have seen the models in doom64 and they look really good.

monkeyofevil
July 30th, 2006, 10:17 AM
heres something to think about, not all the monsters in doom 2 are in doom 64. i once played on jdoom(using plutonia) with doom 64 models, it was ****ed up bigtime. at the end of doom 64, what doom2 model would you use for the motherdemon. and vice-versa, if you play doom2, archviles are replaced with motherdemon models, which arent the right size at all, and some monsters dont have doom64 counterparts, so it sucks. and more importantly, the two games have different graphics that dont mix. doom64 looks great, but it uses a modified doom engine(I THINK so, so i may be wrong) so it isnt the same. if people wanted to later make new doom64 models that would be great, but doom 2 models just dont look, or feel right in a doom 64 enviroment.

Sonic_uk
September 12th, 2006, 10:46 AM
I must admit the one thing that lets absolution down for me is the sprites. Its just not the same having a properly rendered 3d world with cool lighting effects and mixing that with old, blocky 2d sprites.

Don't get me wrong, the conversion was astounding, and I for one am very grateful it was made so I can enjoy playing it on my pc. Just that, in my opinion it was let down by the lack of proper 3d monster models. I hope someone makes them.

Sporb
September 12th, 2006, 05:16 PM
to my eye,the sprites in D64 always seemed to look oddly 3D. perhaps the creators of D64 did use 3D models and just snapped then and spriteified em? i dont think 3D models would look out of place at all because of that. Somone would still have to create some and it seems like every man and his dog is busy with bigger and better things so i doubt itl happen any time soon.

mindless rambler
September 17th, 2006, 03:49 PM
Actually, Midway did use 3D models and just took pictures of them for the game, they may still exist somewhere. Would be cool if the Doom 64 TC team got permission to use them for a model pack release.*flip*