Spoiler:
Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- ZikShadow
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Re: Gross Deutschland weapon pack v2.0 [WIP]
Not perfect since i couldn't make the hands+anims perfectly fit the STG, but how about this?
- Captain J
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Re: Gross Deutschland weapon pack v2.0 [WIP]
Trigger finger is missed the trigger, but i'm sure it'll be fine in sprite!
- ZikShadow
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Re: Gross Deutschland weapon pack v2.0 [WIP]
Had a couple of these lying around as well.
I rigged them for an old Cry of Fear mod i made a long time ago (which then i rig again for the HGrunt-like animations).
http://www.moddb.com/mods/nostalgia
Good thing i still kept the backups.
Spoiler:If you're wondering where they're from, it's Day of Defeat stuff.
I rigged them for an old Cry of Fear mod i made a long time ago (which then i rig again for the HGrunt-like animations).
http://www.moddb.com/mods/nostalgia
Good thing i still kept the backups.
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Re: Gross Deutschland weapon pack v2.0 [WIP]
Model with mp-40 also may be useful (at least for the player sprite).ZikShadow wrote:Not exact, but i do have these.
Very good now. What soft was used for editing submodels? It seems, I can save tons of time if it will be possible to put mg-42 and flammer in hands without photoshopping each sprite.ZikShadow wrote:Not perfect since i couldn't make the hands+anims perfectly fit the STG, but how about this?
Also, interesting model with player animations was founded here. Maybe useful too. Some animations (panzershreck, placing mg42 and mortar) based on player animations.
- ZikShadow
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Re: Gross Deutschland weapon pack v2.0 [WIP]
Since you already know about HLMV, i can already assume you know the basics (QC editing/SMDs/Decompiling/Compiling).Uberkreatur wrote:What soft was used for editing submodels? It seems, I can save tons of time if it will be possible to put mg-42 and flammer in hands without photoshopping each sprite.
I use Milkshape3D for Gold/Source model editing (rigging other models in particular, not really great at actually making new ones).
Last edited by ZikShadow on Wed Sep 28, 2016 2:53 pm, edited 1 time in total.
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- Captain J
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Re: Gross Deutschland weapon pack v2.0 [WIP]
Indeed it looks working and fine!
EDIT:
EDIT:
Spoiler: I also played a bit and got some gripes;
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Re: Gross Deutschland weapon pack v2.0 [WIP]
Like this?Captain J wrote:- Not sure i'm the only one whose having this problem, but when i use the warpgun at voxel modeled units like flak38, panzer and elefant, they goes fuzzy. Or should i say, half-transparent like sprite based units. And when they teleported out of the gun, they're still transparent.
Spoiler:What port did you use? GZdoom rendering of translucent voxels is very strange, and it ignores A_SetTranslucent(1.0) command.
I am planning to rework that, using temporary actors for displaying warped voxel units without affecting the alpha channel of main unit. That would fix rending problems.
Yes, and this is big conceptual problem. Destroyed elefant is extremely big object. It would be strange, if player could walk through so it. On the other hand it is dangerous for gameplay, because destroyed tank can block important door for example.Captain J wrote:- When panzer or elefant is destroyed, it literally blocks the way unlike flak38. It does't disappear and just keep standing.
One way I see is to make tank corpses destroyable. Player's kampfpistole can mark target for panzershreck soldier, so corpse may be detroyed after 10 rockets for example. This is not so realistic, but can solve this problem without using passable 3d corpses.
Really it was. German tanks all were relatively thick, but Luchs was especially. It is almost square if viewed from top.Captain J wrote:- About panzer, its body is ridiculously thick and short. I don't think the real one was short like this, nor thick.
Spoiler:Thick tanks are very convenient for zdoom engine. I'm thinking of adding a Tiger1, which is also very thick for its length.
Yes, this is a "careful" variant of airstrike, where planes drop bombs only if enemy monster is near. It was made long time ago as patch for 1.0 version to reduce injuries units from friendly aircraft. It is hacky and unstable on some Zdoom versions, so I am planning to totally rework it, make more accurate ballistic targering and replace Bf109 with Ju87 "Stuka", which is more correct as a bomber.Uberkreatur wrote:- When i call support for Bf109, they doesn't drop the bombs and just ran away.
I haven't seen better version yet. All I seen is either crooked or without reloading animation. Maybe add doomguy's hands on current sprites?Captain J wrote:- Plus, i think MP40 needs some replacement. It's directly from wildweasel's one of the old mod and the hands doesn't same as doomguy's at all. And i think the doom community already has some mp40 sprites lying around, so it won't be hard to find!
- Captain J
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Re: Gross Deutschland weapon pack v2.0 [WIP]
I used latest version gzdoom-g2.3pre-123-gf1bb767. And it... Kinda works fine, but still not stable;Uberkreatur wrote:What port did you use? GZdoom rendering of translucent voxels is very strange, and it ignores A_SetTranslucent(1.0) command.
I am planning to rework that, using temporary actors for displaying warped voxel units without affecting the alpha channel of main unit. That would fix rending problems.
Sounds like a good idea.Yes, and this is big conceptual problem. Destroyed elefant is extremely big object. It would be strange, if player could walk through so it. On the other hand it is dangerous for gameplay, because destroyed tank can block important door for example.
One way I see is to make tank corpses destroyable. Player's kampfpistole can mark target for panzershreck soldier, so corpse may be detroyed after 10 rockets for example. This is not so realistic, but can solve this problem without using passable 3d corpses.
Well i'll be damned... Maybe i misunderstood the wrong tank. History is weird, man.Really it was. German tanks all were relatively thick, but Luchs was especially. It is almost square if viewed from top.
Thick tanks are very convenient for zdoom engine. I'm thinking of adding a Tiger1, which is also very thick for its length.
Anyway about adding tiger, be my guest! This mod is still not perfect enough without her, if you ask me!
Ahh yes, i had some friendly bombing problems when using it while playing the older version. Even though they're not bombing me, they doesn't bomb the enemies anyways. So yeah, hope you can fix it and adding stuka sounds like good and reasonable idea!Yes, this is a "careful" variant of airstrike, where planes drop bombs only if enemy monster is near. It was made long time ago as patch for 1.0 version to reduce injuries units from friendly aircraft. It is hacky and unstable on some Zdoom versions, so I am planning to totally rework it, make more accurate ballistic targering and replace Bf109 with Ju87 "Stuka", which is more correct as a bomber.
Well, you can rotate the sprites by using Rotsprite. But if you says so.I haven't seen better version yet. All I seen is either crooked or without reloading animation. Maybe add doomguy's hands on current sprites?
Anyway is there will be some new units like you told you and new weapons the player will have? Only MP40 and grenade is not kinda helpful in map with monster hordes, thanks!
But still, it's getting good!
Last edited by Captain J on Fri Sep 30, 2016 8:26 am, edited 1 time in total.
- ZikShadow
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Re: Gross Deutschland weapon pack v2.0 [WIP]
There's this.Uberkreatur wrote: I haven't seen better version yet. All I seen is either crooked or without reloading animation. Maybe add doomguy's hands on current sprites?
Also, a few interesting things.HexenMapper wrote:
Turbo wrote:
Rise of the Triad MP40 edit.
Hitler STBAR face sprites: The result of a morbid sense of humour and lack of sleep.
This was not made for anything serious, and it is not intended to offend anybody.
Download the WAD here
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Re: Gross Deutschland weapon pack v2.0 [WIP]
At least 88mm flak, Panzer IV, Flakpanzer (with quadruple 2 cm autocannon), Hetzer, Flammpanzer, Tiger, Maus and Flettner Fl 282 helicopter (yes, Germany used some helicopters in WW2), also some more artillery. But adding heavy handweapons for player could make him totally imbalanced. General officer is not a independent supersoldier, he is foremost a brain. But player is really easily vulnerable in hard battles, so I am planning to add this half-track as frequent special unit, which may become important gameplay part.Captain J wrote:Anyway is there will be some new units like you told you and new weapons the player will have? Only MP40 and grenade is not kinda helpful in map with monster hordes, thanks!
Player would be able to hide inside it, to restore health and ammo there. So, it will be possible to survive in very dangerous situations.
Mmm, I have seen this somewhere. Not sure, that traced correctly, but there is something very bad with perspective here. It looks more like M3 SMG or something with unproportional short barrel. This is often problem with full drawn sprites not based on photo or 3d render.ZikShadow wrote:There's this.
- torridgristle
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Re: Gross Deutschland weapon pack v2.0 [WIP]
I'm not 100% on it but none of these lines make any sense to me. Also, I think it's a (probably drawn over) screenshot of the MP40 from Wolfenstein (2009) so the perspective is technically correct due to being a 3D render, it's just that the main body is up close to the camera so its length is exaggerated more than the barrel.Uberkreatur wrote:Mmm, I have seen this somewhere. Not sure, that traced correctly, but there is something very bad with perspective here. It looks more like M3 SMG or something with unproportional short barrel. This is often problem with full drawn sprites not based on photo or 3d render.
Here's another MP40, model from Enemy Front, taken from a similar angle.
- Captain J
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Re: Gross Deutschland weapon pack v2.0 [WIP]
Yeah, i don't think the angle is all bad. But the choice is yours regardless!
Oh, also about the warpgun, i felt really weird that HL2 gravity gun was actually a warpgun in this mod. So it gave me the idea; since the mod is all about ww2 and nazi fantasies, why not use my 2009 Wolfenstein tesla weapons here?
And sadly they doesn't includes muzzle flash, but i'm sure you can make it easily. Right?
Oh, also about the warpgun, i felt really weird that HL2 gravity gun was actually a warpgun in this mod. So it gave me the idea; since the mod is all about ww2 and nazi fantasies, why not use my 2009 Wolfenstein tesla weapons here?
And sadly they doesn't includes muzzle flash, but i'm sure you can make it easily. Right?
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Re: Gross Deutschland weapon pack v2.0 [WIP]
Here you can see, that angle is markedly different.torridgristle wrote:I'm not 100% on it but none of these lines make any sense to me. Also, I think it's a (probably drawn over) screenshot of the MP40 from Wolfenstein (2009) so the perspective is technically correct due to being a 3D render, it's just that the main body is up close to the camera so its length is exaggerated more than the barrel.
Spoiler:Enemy Front version looks like more similar, but you can see some difference in the proportions. Muzzle-sight and barrel base are visually smaller. (In wolfenstein 2009 version too.) It seems that visual lines converge at another point here. Perhaps these inaccuracies created an effect of perspective distortion.
Actual sprite makes too strong associations with known "nazi bfg", this would be same weird as making warpgun from doom bfg.) But stylistics is good. Maybe if combine it with portal gun elements it will be better solution.Captain J wrote:Oh, also about the warpgun, i felt really weird that HL2 gravity gun was actually a warpgun in this mod. So it gave me the idea; since the mod is all about ww2 and nazi fantasies, why not use my 2009 Wolfenstein tesla weapons here?
Re: Gross Deutschland weapon pack v2.0 [WIP]
cool mod.. 9.7/10
i just dont like the gun sprite(cartoon), because the soldiers are 3d like sprites. maybe in next version can be good if the player can hold more weapons(not a powerfull ones, just a rifle for long range, or a shotgun, maybe lmg with small clip).
also, these soldies/vehicle sprites can fit well on real guns ww2 mod.
i just dont like the gun sprite(cartoon), because the soldiers are 3d like sprites. maybe in next version can be good if the player can hold more weapons(not a powerfull ones, just a rifle for long range, or a shotgun, maybe lmg with small clip).
also, these soldies/vehicle sprites can fit well on real guns ww2 mod.