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psuedo-360 fov, D2M13

this is not a "real" or seamless 360 degree FOV but it does work very well, as long as you don't look up or down too much. map is DOOM2 MAP13, "Downtown", without any specials or monsters except for one, and most of the floor textures are offset badly. using this method there is no way to get sound since cameras do not transfer it, and you cannot see your weapon, since you actually are a floating camera in a giant room looking at yourself. the player also has to be made invisible (or else he will block his own camera), but monsters don't care about this. the engine creates a separate renderer for each "monitor" so you are pretty much going to lag hideously because there's 7 of them, plus you as a floating camera for a total of 8. this trick relies on some physical stuff laid out in the map so it is impossible to have this on a scale where it will just work with any other level. inspired by "Breaking the FOV limit in Quake"

12+
12 просмотров
Год назад
29 октября 2024 г.
12+
12 просмотров
Год назад
29 октября 2024 г.

this is not a "real" or seamless 360 degree FOV but it does work very well, as long as you don't look up or down too much. map is DOOM2 MAP13, "Downtown", without any specials or monsters except for one, and most of the floor textures are offset badly. using this method there is no way to get sound since cameras do not transfer it, and you cannot see your weapon, since you actually are a floating camera in a giant room looking at yourself. the player also has to be made invisible (or else he will block his own camera), but monsters don't care about this. the engine creates a separate renderer for each "monitor" so you are pretty much going to lag hideously because there's 7 of them, plus you as a floating camera for a total of 8. this trick relies on some physical stuff laid out in the map so it is impossible to have this on a scale where it will just work with any other level. inspired by "Breaking the FOV limit in Quake"

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