Comments (20)
Hi. There was computer problems on my side(my hard disk with projects was crashed), gladly I restored it(with motivation to continue), I still want to update this project. I take a look on this today..
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If you want to help and contribute you can look at http://www.gamers.org/dhs/helpdocs/dmsp1666.html
This is the full WAD format description. You can took the ideas from it.
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You may also find this wad2obj.py source code helpful. It can extract full 3D mesh and textures from a WAD. https://github.com/jminor/omgifol/blob/master/demo/wad2obj.py
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Thanks ! I will take a look on it
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Hey just thought I would chime in again.
There are a few projects that have working Doom Level Importers.
https://github.com/jbaicoianu/wadjs - WadJS is written in Javascript and Uses the Three.js library. Might be useful as a reference.
There is also Wad2Unity. https://bitbucket.org/freegodsoul/wad2unity This would be also useful as a reference. Written In C# though
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Wad2Unity seems solid and I like C#, need time to research..
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Damn, the wad2unity contains a lot of code for triangulation and other hard geometry stuff.. I doesnt sure if I could make it alone, need to take a pause. Anyway, the code is compiles and loading wad correctly.
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@Chaosus - I know that Wad2Unity uses poly2Tri which can be found here. https://github.com/greenm01/poly2tri
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@HeadClot Yeah, there is pretty much code inside, need time to rest and research
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@HeadClot @Chaosus If you need additional code reference for working with Doom formats, the source code for GZDoom Builder Bugfix is C# and fairly well organized and easy to get hold of. You may consider looking at it as well.
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Just came across two things which may be super helpful for importing doom levels in Godot.
https://github.com/jmickle66666666/DoomUnity - This is a partially working implementation from my understanding.
https://medium.com/@jmickle_/build-a-model-of-a-doom-level-7283addf009f - Written by the same person and talks about how they imported doom levels into Unity.
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Ok, I take a look on this, soon..
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Interesting that Godot have a method for triangulation called Geometry.triangulate_polygon that could be helpful and maybe no..
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Hey @Chaosus , based on this project I took a shoot on trying the same with Wolfestein 3D (mainly a map renderer using the original game data reverse engineered; currently it loads the geometry but I'm having some issues with the textures and compression).
When I finish it, I intend to help with this project.
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Ok, thanks ^^
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Well, I've got some progress (regarding the Wolfenstein 3D level loader): https://twitter.com/vitoralmeidasil/status/1197307886352916480
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Ok, I'm waiting. If you can prepare the PR to enhance this project, I will gladly accept it and update the Godot asset version
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Hey @vitoralmeidasilva got a few questions
- Do you plan on supporting doom level formats? such as UDMF for example?
- We we be able load custom Wolf 3D Maps into Godot via this plugin? After you make your PR ofc.
- What version of Godot are you using? I am guessing 3.1 or 3.2.
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Hello HeadClot.
- The Wolfenstein 3D is a separate project (for the moment); I do intend to finish it first (almost there), share the code, and them work on GD WAD Loader (as time allows) to do the same with WAD maps: Daggerfall Unity and this project was the inspiration that ignited the idea);
- The plan was initially to have a kind of Node that can load Wolf3D maps inside a given project (but the scope is increasing with time hahaha);
- I've been developing the project since version 3.0.6 (I'm now using 3.1 and intend to migrate to 3.2 as soon as possible).
The project is simple: a few scenes + typed GDScript files (no C#) + original Wolfenstein 3D data types (WL1, WL6 files).
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@vitoralmeidasilva Let me know when you make a PR for this. I wait for it with eager anticipation :)
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