Doom 3k
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Doom 3k
04/27/20
Back in business again.
In am now using Google Drive to maintain an update, thus issue I ran into is something I had not planned for due to my being new at this kind of thing.
At this time, I am in the process of putting together the 3D models which I will be using in the mod.
I have completed converting the DOOM 3 models located in the mapobjects folder to OBJ format using Blender. I plan to convert these to MD3 using Misfit Model 3D over the next week. I decided not to convert certain models due to how they are setup, this was mainly environment models and articulated models made up of tons of small parts, all of these I decided might not fit in so well with what I'm attempting to accomplish, and there are issues related to trying to use these with the gzdoom engine anyways so it would be a waste of time.
I have also made some 3D models of the original doom and doom 2 crates, like what you find in high abundance in E2M2.
All if the Doom 3 models need to be resized from their orogonal format for them to be used in the GZDOOM engine, as they are about 1/4 size larger than what looks right. I'm also considering using the normal, specular and bump maps. I have never been a big fan of high-Def textures in a game with pixelated 2D sprites, but I will look into making this a reality.
For anyone who may want to use some of these models for their own projects, i plan to release them as a seperate pack as part of the mod.
Once I get done with the models, test them and ensure that they are all working properly, i will put up some screenshots of them in a test map and eventually i will link them for download here.
I am also preparing to start mapping again. I have already gathered the textures i plan to use and I'm also regathering sprites for content.
Back in business again.
In am now using Google Drive to maintain an update, thus issue I ran into is something I had not planned for due to my being new at this kind of thing.
At this time, I am in the process of putting together the 3D models which I will be using in the mod.
I have completed converting the DOOM 3 models located in the mapobjects folder to OBJ format using Blender. I plan to convert these to MD3 using Misfit Model 3D over the next week. I decided not to convert certain models due to how they are setup, this was mainly environment models and articulated models made up of tons of small parts, all of these I decided might not fit in so well with what I'm attempting to accomplish, and there are issues related to trying to use these with the gzdoom engine anyways so it would be a waste of time.
I have also made some 3D models of the original doom and doom 2 crates, like what you find in high abundance in E2M2.
All if the Doom 3 models need to be resized from their orogonal format for them to be used in the GZDOOM engine, as they are about 1/4 size larger than what looks right. I'm also considering using the normal, specular and bump maps. I have never been a big fan of high-Def textures in a game with pixelated 2D sprites, but I will look into making this a reality.
For anyone who may want to use some of these models for their own projects, i plan to release them as a seperate pack as part of the mod.
Once I get done with the models, test them and ensure that they are all working properly, i will put up some screenshots of them in a test map and eventually i will link them for download here.
I am also preparing to start mapping again. I have already gathered the textures i plan to use and I'm also regathering sprites for content.
Last edited by Zombiedraken on Mon Apr 27, 2020 7:22 pm, edited 9 times in total.
- wildweasel
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Re: Doom 3k
This all sounds great on paper, but have you read the Project Posting Guidelines? It probably would have been better if you had your screenshots on hand before you created the thread. I won't trash your thread though - take whatever time you need to get those situated.
[edit] Thank you.
[edit] Thank you.
Re: Doom 3k
This Is so freakin cool, I like the attention to detail to make the maps look like they do on the intermission screen. I hope to see more.
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Re: Doom 3k
Question. when you mentioned 3d models does that mean that it includes really hard to do geometry like smooth door sides or a structure of sorts?
Re: Doom 3k
He probably meant actual structures, as he was referencing "tables and couches". [Although, I will admit, tables & couches can be built using sectors.] I looked though the screenshots, but saw nothing that resembled models (except, perhaps, the one where the shotgun ammo in front of the targets/bulls-eyes could be a model).Gorman Frebmane wrote:Question. when you mentioned 3d models does that mean that it includes really hard to do geometry like smooth door sides or a structure of sorts?
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Re: Doom 3k
I haven't put too many models in yet, however, there is a locker room with bathrooms that I don't have screenshots for yet that already have models of lockers, toilets and sinks. I have finished mapping for the most part, couple rooms to finish and add some details here and there, (add stuff to the empty hangar area, etc.) and once I get the scripting done, which is what I'm working on right now, I will put in the rest of the models, add sprites and then more screenshots and hopefully a play through video.
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Re: Doom 3k
And I have done models of things like that in previous versions of the map using sectors and such but I just didn't like how they looked and how much time they took to make.
That structure I believe you are mentioning, the partition, is done entirely with sectors, part of the security firing range. The targets are 3D floor sectors. Behind the player is a room where you would check out firearms, there is a fence texture covering the window opening with an opening in the bottom. More screenshots are coming once I get the scripting for those elevators you can see done.
That structure I believe you are mentioning, the partition, is done entirely with sectors, part of the security firing range. The targets are 3D floor sectors. Behind the player is a room where you would check out firearms, there is a fence texture covering the window opening with an opening in the bottom. More screenshots are coming once I get the scripting for those elevators you can see done.
- DavidRaven
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Re: Doom 3k
The screenshots look very promising, I'm looking forward to play this
Re: Doom 3k
I was specifically referring to the shotgun shells, which appear to be models, and not sprites. But it's good to know that you'll be using models elsewhere.Zombiedraken wrote:That structure I believe you are mentioning, the partition, is done entirely with sectors, part of the security firing range. The targets are 3D floor sectors.
Re: Doom 3k
Less than a week ago I was talking to a friend of mine about why I haven't seen E1 mapsets where the levels resemble the structures on the intermission screen. This is some cosmic shit right here.
I like the look of it, but just remember to put an emphasis on flow and interesting encounters; that's what separates good mapsets from forgettable ones.
I like the look of it, but just remember to put an emphasis on flow and interesting encounters; that's what separates good mapsets from forgettable ones.
- Wiw
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Re: Doom 3k
Shows promise!
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Re: Doom 3k
Yeah the shotgun shells are items, lol. I'm about ~75%ish finished with the first map. I am currently working on the last few rooms and scripting, have to add some sounds to the elevators and sliding doors and then I will start the long process of going into slade and setting up the files for the map and sprites. One thing to keep in mind is that I may not release this until I get a few maps finished because there are pieces which integrate each map with another. This is the first map which ties into one of several hubs that I am going to 'manufacture'.
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Re: Doom 3k
Still working on the project, decided to start over with the development of the first map. I decided that I wanted a game more like doom 3, but with out the time consuming aspects of mapping with doom 3 edit. So it is going to be more like a corridor shooter, more confined and dark. I'm also working on converting the static map objects from doom 3 into md3 format using mm3d and blender. Possibly going to attempt to make some of my own as well. I'm mistly using a hires texture pack from doom 3 and will also take advantage of the dynamic lighting features of gzdoom.
Re: Doom 3k
Disappointing, personally. The entire appeal of Doom and related games has been that of exploration-oriented level design and relative non-linearity, coupled with interesting fights with enemies coming from many directions. A corridor shooter kind of precludes all of this. It's your mod so your choice, but know that most Doom fans do not exactly like doom 3 or what it stands for.
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Re: Doom 3k
There will still be interesting enemy encounters, I plan to have enemies coming at you from all over the place too, something which I felt doom 3 really lacked. I plan to implement a mixture of linearity and exploration, which is the main reason i started over with the mapping designs. In order to advance through the game the player will have to locate key items, but can get them in almost any order. I obviously dont want to make something that is completely like doom 3, but some attributes will still be there, keep in mind that you spend quite a bit of time inside numerous installations with cramped corridors. Most areas the player explores will have an original intended purpose, such as a medical bay or the barracks. The maps will be completely based on the intermission screen structures. I also plan to utilize a hub system with larger more open levels, such as exploring the surface of Phobos in between some maps, focusing on how much oxygen you have left and avoiding exposure to cosmic radiation. I'm also thinking of making most maps largely explorable by choice within a hub, at the very least the order the player chooses to enter and explore them. Most of them will have multiple exits to other locations. I also plan to do episode 2, 3 and 4 at some point.