The WIP Thread
- GreenLegacy
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- Captain J
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Re: The WIP Thread
I liked the dark colored version, but ow well. Looks nice and a lot more positive, i guess! You're doing absolutely great, my best friend-
- leileilol
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Re: The WIP Thread
Having some ye old 1998-era fixed function technique fun. Big gifs, so they are going to be LINKED
Lit scrolling sky textures which are done with vertex lighting only (no multitexturing required, plus idtech3 can't combine lightmaps onto blended stuff anyway)
That fire effect seen in Ocarina of Time was attempted, but actually has issues with the fog and marks and doesn't reduce well in vertex light mode, so i'm scrapping using that idea. Instead i'm using a large texture atlas to go through a fire anim on a single 512x512 quickly
Shader script of that, for reference
Lit scrolling sky textures which are done with vertex lighting only (no multitexturing required, plus idtech3 can't combine lightmaps onto blended stuff anyway)
That fire effect seen in Ocarina of Time was attempted, but actually has issues with the fog and marks and doesn't reduce well in vertex light mode, so i'm scrapping using that idea. Instead i'm using a large texture atlas to go through a fire anim on a single 512x512 quickly
Shader script of that, for reference
Spoiler:
Re: The WIP Thread
I was watching a playthrough of Portal 2, and one thing led to another...
Re: The WIP Thread
Holy shitAFADoomer wrote:I was watching a playthrough of Portal 2, and one thing led to another...
- Captain J
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Re: The WIP Thread
This is happening. With Portal... And so what are you going to call this one? Portal 3.0?
- NeuralStunner
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Re: The WIP Thread
"You're not a good person. You know that, right?"AFADoomer wrote:I was watching a playthrough of Portal 2, and one thing led to another...
Re: The WIP Thread
strange, looks smaller than I expected...
- Captain J
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Re: The WIP Thread
i used to make such mistake often. Thankfully i learned myself how to demonstrate the size of the sprite by making dummy sprite and test it ingame.
... But hey, it looks kinda big enough. Maybe try to add blade at the top.
... But hey, it looks kinda big enough. Maybe try to add blade at the top.
Re: The WIP Thread
But there's blade already. It just small and doesn't visible for yes. Well, most of it.
EDIT:
Pistol ready to serve. Without hand but it require to be done later.
EDIT:
Pistol ready to serve. Without hand but it require to be done later.
Re: The WIP Thread
I've put a hold on Crateria, as I've decided I'm gonna add a spin on the ceres space colony, but in this case since Im going a semi different direction than what I was going for this will not be called "ceres space colony"
but instead the "Ceres UAC asteroid colony" Now at the moment I got majority of the Landing site finished, here's looking to the hanger door that closed upon you've already landed your gunship. (what gun ship model I don't know. I might avoid samus' if I'm going down a particular route.
if anyone's willing to share, Let me know ya?
Heres looking into the base, The landing site was easily... the hardest thing to design as I had 4 different re-designs of the bloody thing and Couldn't get the tech theme down right, then I finally said Fk it and turned it into an asteroid look which I'm very happy about!
but instead the "Ceres UAC asteroid colony" Now at the moment I got majority of the Landing site finished, here's looking to the hanger door that closed upon you've already landed your gunship. (what gun ship model I don't know. I might avoid samus' if I'm going down a particular route.
if anyone's willing to share, Let me know ya?
Heres looking into the base, The landing site was easily... the hardest thing to design as I had 4 different re-designs of the bloody thing and Couldn't get the tech theme down right, then I finally said Fk it and turned it into an asteroid look which I'm very happy about!
- MartinHowe
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Re: The WIP Thread
Of course with all those rats, any farm needs an antidote
I could also have gone back to the original AlienDOOM3 sprites and put my favorite barn cat (pic above) in DOOM, but I did a lot of work on those sprites (as well as making them black) and I really like black cats Unlucky for some? Well, in this case, definitely unlucky for demons
Code: Select all
IdlePurr:
BCT2 A 0 { user_ActionCounter = Random[BlackCatIdle] (3, 5); }
IdlePurrLoop:
BCT2 A 0 A_JumpIf ( user_ActionCounter == 0, "IdlePurrDone" )
BCT2 A 0 A_PlaySound("blackcat/purr")
BCT2 A 9 A_Look
BCT2 A 9 A_Look
BCT2 A 9 A_Look
BCT2 A 9 A_Look
BCT2 A 9 A_Look
BCT2 A 0 { user_ActionCounter = user_ActionCounter - 1; }
Loop
IdlePurrDone:
BCT2 A 7 A_Look
BCT2 A 7 A_Look
BCT2 A 7 A_Look
Goto Idle
See:
"####" "#" 0 { user_ActionCounter = 3 * Random[BlackCatIdle] (4, 7); }
SeeLoop:
BCT1 C 3 A_Chase
BCT1 C 3 A_Chase
BCT1 D 3 A_Chase
BCT1 D 3 A_Chase
"####" "#" 0
{
// Continue loop if still has a target
if (CheckClass ("Actor", AAPTR_TARGET, TRUE))
{
return state ("SeeLoop");
}
// The See loop, at least in friendly
// monsters, continues after the target
// is dead; however, in reality cats
// get bored quickly with nothing to do.
user_ActionCounter = user_ActionCounter - 1;
if (user_ActionCounter == 0)
{
A_ClearTarget;
return state ("Idle");
}
// Must explicitly return here, as a block
// in this context is actually a function
// and the default return type is VOID. We
// must return the same type as explicit
// returns do; NULL casted to STATE means
// "don't jump to a state, just continue".
// We could have returned SeeLoop and omitted
// the Loop statement below, but this keeps
// exceptional condition handling separate
// thus making overall control flow clear.
return state (0);
}
Loop
- lizardcommando
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Re: The WIP Thread
I made a short animation. It is based on a true story, believe it or not.
At work, I saw a little lizard run right into one of those pest control traps as I was walking towards it.
At work, I saw a little lizard run right into one of those pest control traps as I was walking towards it.
Re: The WIP Thread
More fun with Portals!
- Tormentor667
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Re: The WIP Thread
This looks awesome AFA!