[Project]Heretic Prop Pack (WIP)

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Mor'Ladim
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[Project]Heretic Prop Pack (WIP)

Post by Mor'Ladim »

Greetings! I am currently working on a prop pack for Heretic. Realm667 seems to be having some trouble at the moment, and as I cannot log in to the forums of the site, I thought I'd post my project here for some feedback! Mainly, I wish to know how the quality of the decorations are. Do the styles clash? Do some need more work? I also apologize if the tag used is the incorrect one. I haven't posted here since the days of the Weapons Resource WAD, so I am out of the loop, if you will.


Preview Image:
Image


Preview Video (Much has changed since this was taken):
Spoiler:

Files:

Includes core file and test map (With added music from Secret of Evermore to add ambiance):
https://www.dropbox.com/s/h9udnqdh195bq ... pPack1.zip

Includes core file and test map (No custom music):
https://www.dropbox.com/s/q55t5qofdgv6p ... pPack2.zip

The prop pack WAD file only (No map):
https://www.dropbox.com/s/9qktrivayrh9c ... opPack.wad

-Torches were added in case you wish to better view a decoration that is in a darkened area.
-Chaos Devices are placed for quick travel.
-The Ethereal Liquid item was just used as a demonstration for one of the props, and has no other functions.

---

Note, that I am not the best at making maps, but of course, the focus of this project isn't about the map. Still, I hope it is a 'believable' map and not so random and chaotic. Though the project is still a work in progress, you are free to use the props included within at any time. There is no need to credit me or ask for permission before use, and you may edit the actors/graphics to fit your needs. All of the sprites are custom, unless otherwise noted in the credits file. I will update this post with new versions as they are available. I hope you all enjoy what I have done thus far!

I would also like suggestions on if I should make this a collaborative project or not. If so, once the project is completed (Perhaps setting a deadline?), I will submit this pack to the Realm667 Repository. Please tell me what you think!
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Ravick
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Re: [Project]Heretic Prop Pack (WIP)

Post by Ravick »

Woa, thats nice and creative! I enjoyed it! :D
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zrrion the insect
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Re: [Project]Heretic Prop Pack (WIP)

Post by zrrion the insect »

These are super cool!
However, I feel like they don't fit with heretic/hexen too well. This is mostly due to the fire used on some of the props. Raven used some very distinct flames in it's games, and these flames look a little out of place alongside the stock flaming decorations.
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Mor'Ladim
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Re: [Project]Heretic Prop Pack (WIP)

Post by Mor'Ladim »

Thank you for the feedback! I've updated the flame sprites on the props in question using parts of the Heretic flame sprites, and updated the file accordingly. Hopefully they blend in with Heretic much better now. Do you believe the other decorations need work? Are they too bright compared to Heretic's decorations?
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ravage
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Re: [Project]Heretic Prop Pack (WIP)

Post by ravage »

I'm really digging how those wizard steps work. Looking at the decorate I think there's room for improvement. Maybe using a thing's args instead of hardcoding height. This way you could only need one actor instead of multiple for different heights. Would you have any issue of me using these in my heretic project?
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acidhoez
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Re: [Project]Heretic Prop Pack (WIP)

Post by acidhoez »

these are really nice, especially the chandeliers and the things that light up and make sound when you walk near them. do you plan on making anything for hexen some time ? id love to see what you come up with
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Mor'Ladim
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Re: [Project]Heretic Prop Pack (WIP)

Post by Mor'Ladim »

ravage wrote:I'm really digging how those wizard steps work. Looking at the decorate I think there's room for improvement. Maybe using a thing's args instead of hardcoding height. This way you could only need one actor instead of multiple for different heights. Would you have any issue of me using these in my heretic project?
I am not too advanced with Decorate coding yet, but I can look into it. As for you using the decorations, feel free to do so. As stated in the bottom portion of the first post, you may use these at your leisure, and no credit (unless you use one of the props that utilizes graphics from another game) nor prior permission is needed, and you may modify them as you see fit. I still plan to make more, but please, use them however you wish!
acidhoez wrote:these are really nice, especially the chandeliers and the things that light up and make sound when you walk near them. do you plan on making anything for hexen some time ? id love to see what you come up with
If I have any ideas left after I complete this project, then I can see myself making some props for Hexen, and perhaps even Doom II as well!

I thank you both for the feedback!
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Mor'Ladim
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Re: [Project]Heretic Prop Pack (WIP)

Post by Mor'Ladim »

I've finally had a chance to revisit this and add in some updates. You will find a few new props, and some edits to the older props. Hopefully the edited props fit in with the vanilla Heretic props now. I am sure there are a few that still need adjustments (new props included), but at least I have the basic ideas down.

Fun fact: I don't know how to make a sky in Doom Builder, but I suppose that isn't really necessary since I am just making the map to show off the props and I am not going to submit it as a standalone map or part of a map pack. I admit I was tempted to use the Baker's Legacy texture pack for the test map as well!
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Re: [Project]Heretic Prop Pack (WIP)

Post by Gez »

Mor'Ladim wrote:Fun fact: I don't know how to make a sky in Doom Builder
The only thing you need to do is put the F_SKY1 texture on a ceiling. (Or a floor, if you want to be funky.) Caveat: in Hexen it's just F_SKY, and in Strife it's F_SKY001. Doom, Heretic, and everything else (Hacx, Chex, etc.) use F_SKY1.
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Enjay
 
 
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Re: [Project]Heretic Prop Pack (WIP)

Post by Enjay »

This is really nice. The decorations look great and work very nicely. The map is a nice way of presenting them and the choice of music does indeed enhance the whole experience. Good stuff.
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Re: [Project]Heretic Prop Pack (WIP)

Post by Gez »

Having looked at the DECORATE side of things, I have one question: why do you systematically use TNT1 A 0 for any and all codepointers? Example:

Code: Select all

	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,25,0,0)
	TNT1 A 0 A_PlaySound("WIZSTEPR",5,2.5,0)
	_WZS A 1
	TNT1 A 0 A_ChangeFlag("NOCLIP",0)
	TNT1 A 0 A_SetSolid
	_WZS A 1
	TNT1 A 0 ThrustThingZ(0,25,0,0)
	TNT1 A 0 A_Stop
You should only use TNT1 A for when the actor ought to be invisible. TNT1 A 0 is not something to use for a visible actor, it'll just uselessly make the engine switch the sprite between visible and invisible mode. Furthermore, you can use codepointers on states that have real sprites, or states that do not have a zero length. The instruction will be run on the tic the state is entered. So the above code will be identical in behavior to this:

Code: Select all

	_WZS A 0 ThrustThingZ(0,25,0,0)
	_WZS A 1 A_PlaySound("WIZSTEPR",5,2.5,0)
	_WZS A 0 A_ChangeFlag("NOCLIP",0)
	_WZS A 1 A_SetSolid
	_WZS A 0 ThrustThingZ(0,25,0,0)
	_WZS A 0 A_Stop
Also you can have several labels for the same state. So instead of this:

Code: Select all

  Melee:	
     TNT1 A 0
	 Goto Activated
  Activated:
You can have this:

Code: Select all

  Melee:	
  Activated:

Another thing: you can use parameters to avoid having to make several different versions of the same thing with just minor differences. For example:

Code: Select all

  Activated:
	_WZS A 0 ThrustThingZ(0, 5+20*args[0], 0, 0)
	_WZS A 1 A_PlaySound("WIZSTEPR",5,2.5,0)
	_WZS A 0 A_ChangeFlag("NOCLIP",0)
    _WZS A 1 A_SetSolid
    _WZS A 0 ThrustThingZ(0, 5*args[0], 0, 0)
	_WZS A 0 A_Stop
Then in map editor set args[0] to 1, 2, 3, 4, 5, 6... No limit.
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Re: [Project]Heretic Prop Pack (WIP)

Post by Blue Shadow »

So the practice is to always use the actual sprite name instead of TNT1 for states with 0-tic length on actors that meant to be visible?
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Re: [Project]Heretic Prop Pack (WIP)

Post by Gez »

That's what I'd recommend personally. If you want to get a look at the "why", download this file, give yourself all weapons, then test them with sv_fastweapons and the result should be interesting.
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Mor'Ladim
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Re: [Project]Heretic Prop Pack (WIP)

Post by Mor'Ladim »

Ah, thank you for the information. I've been using this particular method, for I have seen it done in the past when I was starting out Decorate coding. I will be sure to utilize the correct method in the future!
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Mor'Ladim
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Re: [Project]Heretic Prop Pack (WIP)

Post by Mor'Ladim »

Removed the inferior Wizard Step code and replaced the extra actors used in said code with new props. Also added treasure chests! But are they too much? Also, do the red hanging banners in the large room with the small 'river' look natural movement-wise?
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