The WIP Thread

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comet1337
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Re: The WIP Thread

Post by comet1337 »

kodi wrote:Video link: https://streamable.com/0ejzq

Now using LibEye to not only project the cursor position to get the correct direction for guns to shoot in, but also to project the position of the gun's muzzle.
This allows projectiles and beams to seem to actually come out of the barrel no matter the angle.
this could be used to visualize what autoaim is aiming at
or even
dual wielding, where one gun aims at the crosshair like normal, but the other aims at nearby enemies around it (and swap places depending if its left or right)
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InsanityBringer
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Re: The WIP Thread

Post by InsanityBringer »

Image
My pyro model, while still a mess of jammed together shapes (okay to be fair the original model is too..) with some really bad edge flow and topology, is actually looking fairly decent now. There's still some jank I'm not sure I can resolve with my inexperienced modeling skills.

However I have no idea how I'm going to make textures for this mess and how to unwrap it. heh
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AFADoomer
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Re: The WIP Thread

Post by AFADoomer »

A test... Dynamic nested skybox height and angle offset handling, combined with line portal swapping.

(Click image below for video)
Image
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

That's the most flawlessly edgeless elevator i've ever seen! And the fps is quite fine for GZDoom, too.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

Whoah, that elevator is crazy!
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Enjay
 
 
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Re: The WIP Thread

Post by Enjay »

Just messing around "doodling" in GZDB.

I want all my garmonbozia.
Spoiler:
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InsanityBringer
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Re: The WIP Thread

Post by InsanityBringer »

Ah, the elevator vid is making me lust after the idea of relative skyboxes in GZDoom again... It looks great as is but having that subtle motion might make it even cooler.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

It's quite easy to script those, even with ACS. You just have to warp the skybox viewpoint camera along with the player. Or pan textures in the skybox room or whatever.
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leileilol
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Re: The WIP Thread

Post by leileilol »

Enjay wrote:I know that none of the furniture is right, but I was just using assets that I already had.
....i thinK thosE deuS eX coucheS suiT iT quitE welL
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AFADoomer
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Re: The WIP Thread

Post by AFADoomer »

InsanityBringer wrote:Ah, the elevator vid is making me lust after the idea of relative skyboxes in GZDoom again... It looks great as is but having that subtle motion might make it even cooler.
kodi wrote:It's quite easy to script those, even with ACS. You just have to warp the skybox viewpoint camera along with the player. Or pan textures in the skybox room or whatever.
That's essentially how this is being done... The custom skybox viewpoint was modified from one that I built for Blade of Agony to allow exactly the effect you are describing.
Spoiler: Wall of text details...
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jazzmaster9
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Re: The WIP Thread

Post by jazzmaster9 »

Showing off a couple of weapons from Abysm 2: Infernal Contract.

Hand Cannon, The starting weapon for the Alchemist set, and the Repeater Gatling Gun.

ImpieTwo
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Re: The WIP Thread

Post by ImpieTwo »

jazzmaster9 wrote: Hand Cannon, The starting weapon for the Alchemist set
That's pretty dope!

Would you like the hand cannon firing sound to be authentic? The shotgun sound in my Operation Body Count mod is the report of an old chinese hand cannon with a very nice boom. Hear it at 1:38 here:

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Lex Safonov
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Re: The WIP Thread

Post by Lex Safonov »

Another Mod, code name IM World)
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Now those are very nice weapon sprites. They're too close to the screen, Duke Nukem would be so proud. ;_;

Also sweet smooth animation there!
Last edited by Captain J on Sat Nov 23, 2019 8:11 pm, edited 1 time in total.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

https://streamable.com/0hq7g

Closer and closer to being finished with the gravity gun!
Credits to 3saster and accensus for help with this.
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