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Ozymandias81 wrote:
@TerminusEst13
Sorry for being a bit out if the contest here, but in any case very good work over those models!
I personally use Misfit3d for several reasons, what did you use to build those boxes? Or did you import them from somewhere else?
I made those.
I used Blender to model and texture them and then used a MD3 Exporter addon to export them.
You can find the one I used here.
I also made an attempt at a metal crate but it looks kinda bad because I don't have much experience with texturing.
DustZero wrote:it looks kinda bad because I don't have much experience with texturing.
Looks passable to me.
The main thing, from my understanding, is to have a 1 to 1 ratio with doom's default resolution, and have them aligned for that. Each pixel on the model should be the same size as a map-pixel. That means that, in game, the pixels of a flat side's texture should line up with a wall or floor. It can take a moment to get right, but if your details align with the map's details, it will look like it belongs more than if you just shove it in there...
Rehauled one of the weapons entirely. The Ripslayer, the triple bouncing-blade launcher, is now the Voltdriver, an electric shotgun.
Ripping weapons won't work really well in Tides' gameplay, unfortunately. Since inventory and information is given to the player on a shot hitting the enemy, a ripping weapon that passes through the enemy works against this. There's no way to tell when they've actually hit an enemy.
So as much as I enjoyed the laser blade, I'll have to either put it on the backburner or recycle the effects for a different kind of weapon.
...By the way.
Since most of the weapons are done, one thing I've been having to go back and check and double-check and triple-check constantly is weapon balance. A pipe dream that I've been working REALLY HARD for is that I'd like this to also be loadable as a gameplay mod alongside traditional mapsets, and in order to do that I've been needing to adjust and fine-tune weapon balance and damage so that things aren't too stupidly strong.
Actual developmental progress throughout January has been a bit slow because of this. I've been obsessively going through mapsets and taking notes of how many shots it takes to kill enemies, adjusting damage values, doing DPS calculations, and adjusting damage values again because of this, then doing it again and again and again and oh hi it's 6AM and I've gotten NOTHING DONE on the programming front. Equinox is still great, on a completely unrelated note.
It's real easy to just throw balance by the wayside and go full OP, and I can understand why. I mean, this is a cool OC that EVERYONE should realize is a special snowflake!!! Of course they're SUPER EBIN and can take on the hordes of Hell!!!! Let's crank the damage values way up!!!!! But after the initial power rush fades away, it's not actually that much fun to play. Challenge is a vital part of the experience, if there's nothing to struggle against then winning isn't satisfying.
The Crimson Skull is a touch stronger than the usual playerpawn, what with having a rapid-fire infinite ammo starting weapon, stomps, and a screen-clearing bomb blast. It can't be helped. But don't go expecting to solo Chillax unless you acquire proficiency.
RockstarRaccoon wrote:
The main thing, from my understanding, is to have a 1 to 1 ratio with doom's default resolution, and have them aligned for that. Each pixel on the model should be the same size as a map-pixel. That means that, in game, the pixels of a flat side's texture should line up with a wall or floor. It can take a moment to get right, but if your details align with the map's details, it will look like it belongs more than if you just shove it in there...
I know. You'd have to have the Z-axis scaled to 1.2 in order to do that. But I think that's only important if the items need to align with the map details and this isn't really the case with the crates in my opinion. We will have to see.
This is a small screenshot, but it is still a screenshot. Hey, look at that new mouse cursor! Not too shabby, for programmer art.
Since I’ve been focusing first and foremost on the gameplay, all of the graphics have been pretty much entirely either placeholder assets or programmer art. So every time I make something graphically that comes out not completely terrible, I end up jumping up and down in place like a 13-year-old and waving my arms for everybody to see.
It might just be a cursor, but it is genuinely pretty nice chunky and pleasant. It's pretty easy to make a little cursor arrow look too sterile by accident. And it certainly fits the menu aesthetics better than the silly rabbit head fits the doom menus.
This popped up in the last video, but it hasn’t gotten formally introduced yet, so here it is. The fullscreen HUD. Placeholder graphics, as usual, but the layout is done.
All of the extra bits and fluff are cut out, leaving just bare information. On the left, your health, how much armor you have left, how much jet fuel you have. On the right, your ammo and how many bombs you’ve got. On the top, your money.
SBARINFO’s getting rehauled with ZScript soon, I hear, so I’m interested in seeing if I can port these HUDs over. Probably a good thing, too, since the helmet HUD tends to lag for some reason…
ZScript supports HUD stuff already? Wow, that was fast.
I don't think it's that big an HQ render, it uses the standard Doom resolution--it's not 1600x900 or anything, just typical 320x200.
Still, I'll give it a shot down the line. I'm eager to see if there's any big differences.