OpenTechEngine / OpenTechBFG

Engine based on (RB) Doom 3 BFG aiming to allow the creation of standalone games
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Map scaling issues #53

Open ghost opened 9 years ago

ghost commented 9 years ago

I've noticed a size difference with the map between D3 and BFG/OTE, the BSP brushes seem slightly larger in the old Doom 3 engine compared to BFG and OTE. I could confirm the difference upon counting the bricks of the texture on one of the beams on the map. In DarkRadiant it has 9 bricks on the surface and 10 in the map running under OTE.

It shouldn't be a major issue other than that it creates an offset in textures using the natural mapping settings. I used the "scale" code in the material script to scale larger textures to give the correct result for the natural setting.

Another issue is that the scaling of the map is smaller in OTE, not sure why. Could possibly scale the player entity down a bit or try and match the grid from Radiant.

kortemik commented 9 years ago

Is this a showstopper of a any kind? I mean we will keep the issue open, but this is more a question about prioritizing it because we want to work on the most critical things first.

Thank you for reporting it!

ghost commented 9 years ago

It's not a major issue, but is important to know about it, especially from the art side, as some textures my rely on correct positioning to look in place, or for people that want to port old idtech projects to OTE in the future.

BielBdeLuna commented 9 years ago

this is very odd, first time I hear about it, the maps in d3 haven't changed a bit and the textures stay the same isn't it?

kortemik commented 9 years ago

sounds odd for me too but i can't say for sure, Doom Unit is not an inch but a little bit less, at least they say so here http://wiki.thedarkmod.com/index.php?title=Conversion_of_Game_Units

ghost commented 9 years ago

I found it strange at first, but had to double check between engines, it could be that the player_entity is larger on BFG, there was a difference in ceiling height between the vanilla D3 and OTE as well as the width/depth in rooms. I'll record some videos later to demonstrate the issue.