![]() Video memory size: Enter the amount of memory your video card/chip uses Select the new Doom 64 shortcut (left side) Select "I don't want to make another shortcut" Now the Doom 64 files are in the virtual driveĬlick "Make a new shortcut from this virtual drive" Path: /home/username/.PlayOnLinux/wineprefix/doom64/drive_c/Program Files/ Open the doom64ex_2.5_win32.zip with Archive Manager Note: All packages will automatically download and install Installing Packages (DLLs, Libraries, Components) Select "Install a program in a new virtual drive"Ĭheck "Automatically capture the mouse in full-screen windows" ![]() Wine 2.0 is installed and you can close this window To learn more about PlayOnLinux and Wine configuration, see the online manual: PlayOnLinux Explained I never had a Nintendo 64, so this is my chance to play the entire game in Linux.įollow my step-by-step guide on installing, configuring and optimizing Doom 64 in Linux with PlayOnLinux. New levels, new weapons, new monstors and new graphics engine. I really can’t stress enough how awesome the level editor is, so I’ve included a few screenshots from its 3d editing mode:Īll in all it was a really fun expierence and a footnote in an idea I now have to carry my level design further into creating assets that are used in a modern engine.Doom 64 is an old remake of the original Doom, but for Nintendo 64. Its also really cool there is still a community of people who keep the doom community alive with tools that allow for new content to be created. Overall, I found this project to be a good base builder for pure gameplay. While this is definitely limited, I found that i could manipulate a level that at its start has no enemies present to build an ever-changing map that has different combat scenerios at different points in the level. These can be used to alter a sectors lighting, move things around or more creatively, copy line properties (which can also have macros embedded in them) between various sectors. Doom 64 uses a system called Macros which is the ability to stack multiple pre-defined line functions into a series of instructions that can execute on various conditions. The scripting for this engine is also really interesting. Adobe Kuler proved to be an incredible tool for getting good color bases to start building moods. The textures are all very grey and bland 64 x 64 patches that required good color use to make the spaces look interesting. So this is where the color theory comes into play. There was no overall lighting intensity: shadows and lights had to be created using brighter and darker colors to create the illusion of lighting intensity. Each sector has a ceiling, top wall, bottom wall, floor and thing color that must be set for every sector. Instead of using point lighting like modern engines, Doom 64 used sector based lighting to define the colors of an area. The way this engine does its lighting is a 101 in color theory. ![]() Initially I was drawn to editing Doom 64 because I was interested in the engines lighting system. Finally, the map was lit with the lighting system that is unique to this doom engine. Using what i have learned from my 3d modeling pipeline, i built a functional prototype of the map first of the main puzzle and added combat situations after. I could use the scripting system to make the map behave differently depending on where you had been before. ![]() The concept of reusable space then became the theme of the map. I liked the idea of the teleporters being used in a puzzle because it allowed the space to become re-usable instead of linear. Because this was a return to a simpler time in map making, i decided to just play with things i could draw on the grid.Įventually i put together a few rooms with different teleporters in them and built the rest of the map around that. The engine isn’t a full 3d engine, so there is no real way to make floating 3d geometry. If you’ve never edited the doom engine before, you edit sectors from a top down view, setting a only floor and a ceiling height.
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