RaymondCarver
Member
There are many new gamers that haven't played QuakeI with Direct 3D enabled. It's really awesome for me to go back and enjoy such an old game on such new 3D cards.
DaCocoBrova said:The characters are still sprites though, right?
DaCocoBrova said:The characters are still sprites though, right?
Here ya godark10x said:Err, link? I'm curious to see what happens when you mix Quake with Direct3D (well, there was this thing called Half-Life...).
yeah you might want to do just that...DaCocoBrova said:Quake was the first fully rendered 3D game as far as maps are concerned, but IIRC, the characters/bots etc were sprites...
It's been a while. Let me go look at some screenshots.
DaCocoBrova said:They scaled and animated like sprites. It was like:
really small|small|medium|large|Xtra large|
Walking and running had less than 6 frames it seemed.
dark10x said:Quake...sprites???
As far as I can tell, D3D Quake was created in 2001 and is nothing more than an attempt at duplicating the functions of OGL Quake via D3D. I doubt it looks any different from GLQuake, unless the initial poster has a much newer version...and I doubt it touches Tenebrae.
ninge said:but there is an open GL version of quake - it's called GLquake and it runs fine on my 9800 just like it did on my voodoo2
Nerevar said:you're right - lots of independent developers have built OpenGL versions of Quake and called them GLQuake - but the original one (I believe which was written by Carmack) was strictly GLide-only.
dark10x said:No, they did not scale like sprites. However, they had very few frames of animation and frame interpolation was not added until Quake 2.
There were virtually no sprites in Quake. Only certain explosions and general particles used any sort of 2D object. Most effects were actually 3D (even stuff like the blast from the lightning gun).