The WIP Thread

If it's not ZDoom, it goes here.

Re: The WIP Thread

Postby Tormentor667 » Wed May 29, 2019 1:57 am

How is this done?
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: The WIP Thread

Postby abbuw » Wed May 29, 2019 12:03 pm

Tormentor667 wrote:How is this done?

Dozens of manually placed additive sprites.
User avatar
abbuw
Contact your poison control center.
 
Joined: 12 Jun 2012
Location: South Lake Hills

Re: The WIP Thread

Postby Nash » Fri May 31, 2019 12:11 pm

Image

Something me and some people have been working on lately, there's a lot going on in this picture but I'll just leave this here without an explanation...
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia with Vulkan support

Re: The WIP Thread

Postby Captain J » Fri May 31, 2019 12:32 pm

So i guess totally-accurate Diablo Doom mod is in progress? Or is this project has its own name? Anyway looks very unique and amusing to see.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: The WIP Thread

Postby Nash » Fri May 31, 2019 1:06 pm

Standalone game, but Diablo-inspired. :) Would have nothing to do with the Diablo franchise.
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia with Vulkan support

Re: The WIP Thread

Postby neoworm » Fri May 31, 2019 3:38 pm

I am done. I gave up on animations, because I tried 4 different approaches to create the MD3 and failed each time. So it's 2 static models that switch. And it works.
Image
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: The WIP Thread

Postby kodi » Fri May 31, 2019 3:43 pm

If you wish, I could help you making an animation if you upload the .obj.
User avatar
kodi
Proscrastinator
 
 
 
Joined: 06 May 2013

Re: The WIP Thread

Postby Enjay » Fri May 31, 2019 3:55 pm

Unlikely I'd be needed but I'd happily do it to. For something like this, it's probably just a 5 minute job.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: The WIP Thread

Postby neoworm » Fri May 31, 2019 4:04 pm

If you want to give it a try, here the mod with the models and textures ready to be loaded into game: https://www.mediafire.com/file/hecx555m8knx3n3/HeXen_Chests.zip/file.
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: The WIP Thread

Postby Enjay » Fri May 31, 2019 4:36 pm

Here you go. Sorry it took so long. I wanted to check that they worked in game first.

http://www.aspectsweb.co.uk/enjay/doom/ ... imated.pk3

BTW, I noticed that your models face 90 degrees from where I would expect them to (perhaps how Maverick 3D imported them). Do you want me to rotate them to face the front?

[edit] Rotated versions if you want them. http://www.aspectsweb.co.uk/enjay/doom/ ... otated.pk3 [/edit]
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: The WIP Thread

Postby neoworm » Fri May 31, 2019 5:03 pm

It is rotated differently now than it was before. I kinda didn't cared about the rotation so far, but it would be probably better to face the direction of the actor. What did you used for animating it? The Maverick editor? I had some problems with running the program, so I skipped it in my experiments and tried to find a way how to animate it directly in Blender.
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: The WIP Thread

Postby Enjay » Fri May 31, 2019 5:09 pm

Yeah, I used Maverick. The animating part only took the anticipated few minutes. Setting up a working map with sprites and so on to test it took longer. :lol:

I hope that the rotated version in my edit above is the right way around for you.

What problems did you have with Maverick? It works out of the box for me.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: The WIP Thread

Postby neoworm » Fri May 31, 2019 5:16 pm

It got stuck while I tried to open a model in it. It seems to work fine after reinstaling it. I only don't know how to work in it at all. I was glad I learned what I learned in Blender.
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: The WIP Thread

Postby TDRR » Sat Jun 01, 2019 12:28 am

abbuw wrote:
Tormentor667 wrote:How is this done?

Dozens of manually placed additive sprites.


I still don't get it. How is this any better than plain old additive linedefs? It sounds way slower, both to place and to run in-game and i can't imagine any advantage of making it like this.
User avatar
TDRR
putting jelly on this hot dog
 
Joined: 11 Mar 2018
Location: Venezuela
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: The WIP Thread

Postby phantombeta » Sat Jun 01, 2019 12:35 am

It might be faster, actually. More linedefs usually leads to more BSP splits (i.e. even slower BSP traversal) - actors obviously don't. It remains to be seen if it'd be faster or if it'd just shift the performance loss to the playsim, but I have the feeling it'd be at least a bit faster than lines.
User avatar
phantombeta
In the meadow of sinful thoughts, every flower's a perfect one
 
Joined: 02 May 2013
Location: The United Soviet Socialist Dictatorship of Hueland
Discord: phantombeta#2461
Twitch ID: phantombeta_
Github ID: Doom2fan
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia with Vulkan support

PreviousNext

Return to Off-Topic

Who is online

Users browsing this forum: No registered users and 1 guest