Search found 32 matches

by kfpopeye2
Tue Aug 24, 2021 12:34 am
Forum: Resources
Topic: [Resource][Model] 3D columns for modders
Replies: 1
Views: 665

[Resource][Model] 3D columns for modders

Here are some 3D COLUMNS I created for use in doom levels. Created in Blender and Slade. They use Doom textures to fit into the game. A couple have dynamic lights attached and one can be configured in the editor to show different number of blood fountains on it. Now available on idgames. Youtube ...
by kfpopeye2
Mon Aug 09, 2021 1:33 am
Forum: Resources
Topic: [Resource][Model] 3D fans for modders
Replies: 0
Views: 1145

[Resource][Model] 3D fans for modders

Here are some 3D FANS I created for use in doom levels. Created in Blender and Slade. They use Doom textures to fit into the game. They can be activated and deactivated so the fan swings open like a gate. Now available on idgames. Youtube link: https://youtu.be/b4pMzADmLYQ PK3 file: https://www ...
by kfpopeye2
Wed Aug 04, 2021 8:07 pm
Forum: Levels
Topic: [GZDoom] Daisy's Revenge
Replies: 7
Views: 2745

Re: [GZDoom] Daisy's Revenge

axredneck wrote:
kfpopeye2 wrote:Jump up the boxes to the next level
Am i supposed to jump over these railings above? I can't, they are solid wall.
Yup. if you jump and croutch you can get through.
by kfpopeye2
Mon Aug 02, 2021 6:15 pm
Forum: Levels
Topic: [GZDoom] Daisy's Revenge
Replies: 7
Views: 2745

Re: [GZDoom] Daisy's Revenge

Kills_Alone wrote:This looks pretty pog, I'll check it out.

EDIT: The first level was pretty fun with some minor annoyances, overall it had a good flow.
Second level crashed on me. Was running latest GZDoom v4.6.
Any error messages?
by kfpopeye2
Mon Aug 02, 2021 6:14 pm
Forum: Levels
Topic: [GZDoom] Daisy's Revenge
Replies: 7
Views: 2745

Re: [GZDoom] Daisy's Revenge

Jump up the boxes to the next level
by kfpopeye2
Sun Aug 01, 2021 12:13 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.6.1 released
Replies: 36
Views: 47255

Re: GZDoom 4.6.1 released

WOOHOO!
by kfpopeye2
Sat Jul 24, 2021 10:31 pm
Forum: Closed Bugs [GZDoom]
Topic: OpenGL bug with dynamic lights
Replies: 5
Views: 590

Re: OpenGL bug with dynamic lights

I'd think the flickering would be too fast for the human eye to see. I could be wrong though.
by kfpopeye2
Sat Jul 24, 2021 5:43 pm
Forum: Closed Bugs [GZDoom]
Topic: OpenGL bug with dynamic lights
Replies: 5
Views: 590

Re: OpenGL bug with dynamic lights

See attached PK3 for Doom2 map with column resources.
by kfpopeye2
Fri Jul 23, 2021 5:48 pm
Forum: Assets (and other stuff)
Topic: md3 model help
Replies: 6
Views: 1412

Re: md3 model help

Couldn't get the MD3 exporter to work with the latest version of Blender. :(
by kfpopeye2
Fri Jul 23, 2021 5:44 pm
Forum: Resources
Topic: [Resouce][Models] 3D Buildings for modders
Replies: 5
Views: 1963

Re: [Resouce][Models] 3D Buildings for modders

My building spawns some additional invisible actors that have hitboxes (radius and height) designed to enclose the odd building geometry better than just a rectangle (so you can walk under an overhang, etc). These hotboxes are spawned with the SXF_SETMASTER flag so they are children of the actual ...
by kfpopeye2
Thu Jul 22, 2021 11:12 pm
Forum: Closed Bugs [GZDoom]
Topic: OpenGL bug with dynamic lights
Replies: 5
Views: 590

OpenGL bug with dynamic lights

Not sure if this is a bug but... I have the following object defined in GLDEF: object COLUMN_1 { frame COL1 {light LIGHT_COL1_1} frame COL1A {light LIGHT_COL1_2} frame COL1B {light LIGHT_COL1_3} frame COL1C {light LIGHT_COL1_4} } the lights are just simple point lights. Then I have the following ...
by kfpopeye2
Tue Jul 20, 2021 7:32 pm
Forum: Resources
Topic: [Resource][Model] 3D stairs for modders
Replies: 1
Views: 1257

[Resource][Model] 3D stairs for modders

Here are some 3D stairs I created for use in doom levels. Created in Blender and Slade. They use Doom textures to fit into the game. They can be activated and deactivated. Total run is 256, total rise is 128 and they are 64 or 128 units wide. Now available on idgames. Youtube link: https://youtu.be ...
by kfpopeye2
Sun Jul 18, 2021 6:19 pm
Forum: Levels
Topic: [GZDoom] Daisy's Revenge
Replies: 7
Views: 2745

Re: [GZDoom] Daisy's Revenge

I have updated this file. The player 1 start position has been corrected on the "Cyber Space" level.
by kfpopeye2
Sun Jul 18, 2021 6:15 pm
Forum: Resources
Topic: [Resouce][Models] 3D Buildings for modders
Replies: 5
Views: 1963

Re: [Resouce][Models] 3D Buildings for modders

I've updated this resource, I added an animation so the buildings can now be demolished when shot. Youtube preview video: https://youtu.be/GUd3iPGolg4 Idgames link for the pk3 file: https://www.doomworld.com/idgames/graphics/doom_bldgs Cloud link for the blender file: https://mega.nz/folder/gYIzwKgZ ...
by kfpopeye2
Fri Jun 25, 2021 5:17 pm
Forum: Assets (and other stuff)
Topic: md3 model help
Replies: 6
Views: 1412

Re: md3 model help

That helped. Thanks a lmp. :)

One final question, when I export from Blender the FBX has 84 frames but my blender file only has 26 (9 fps). I can't see any settings in Blender that would affect this.

UPDATE: got it the -fbxframerate parameter in Noesis fixed this.

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