Vavoom HUD Weapon Models

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

Vavoom HUD Weapon Models

Postby phi108 » Tue Apr 22, 2008 1:41 pm

EDIT: Re-uploaded to Drdteam: http://files.drdteam.org/index.php/file ... models.pk3

It's more like a conversion, not my own project, but here I have converted Vavoom's hud weapon models to work with GZDoom. The fist and BFG aren't in yet. Now I want to try converting jDoom's, but they seem a bit more complicated.

EDIT: And I forgot to say, they only work with the latest GZDoom SVN build.

LINK: http://files.drdteam.org/index.php/file ... models.pk3 or http://rapidshare.com/files/109605925/V ... s.pk3.html

If you look at the md2s, you'll see that there are more frames that weren't used in the modeldef. This is because Vavoom can use a different model frame for the same sprite. Like, the SHTGA in the fire state can be a different frame than the SHTGA in the ready state. GZDoom doesn't have this ability, unless new DECORATE is written to allow all model frames to be used. It should be pretty easy, too.

Anyone know how to correct the muzzleflashes being drawn both at once in the SG and SSG?

Also, zoffset can be used in the modeldef, but there is a need for xoffset and yoffset as well, as you can see with the RL and pistol's muzzle flashes. Vavoom used an xoffset to correct the pistol's muzzle flash.

Now, to finally get a model editing program....
You do not have the required permissions to view the files attached to this post.
Last edited by phi108 on Tue May 04, 2010 12:30 pm, edited 3 times in total.
User avatar
phi108
Magical Error?
 
Joined: 02 Dec 2007

Re: Vavoom HUD Weapon Models

Postby CaptainToenail » Wed Apr 23, 2008 8:39 am

Screenies please!
CaptainToenail
 
Joined: 06 Jul 2007

Re: Vavoom HUD Weapon Models

Postby phi108 » Wed Apr 23, 2008 8:41 pm

There are the screens. When you see them in action, you probably won't be impressed, since frames had to be sacrificed for the above-mentioned reason, and because I can't see any model interpolation for hud weapons. Maybe that's a bug....

As for making new better models, that will take more time (perhaps someone else's). This was just a quick conversion done right when I got the new build.

EDIT: And I woner if anyone might be able to load the flash.md2 for the pistol and RL and move it over to be aligned? I wonder if we might get an xoffset flag anytime soon...

And I now realized that a bunch of the modeldef can be compressed more by using the multiple models feature. I am now smarter than 2 days ago.

And I just discovered a bit of a disappointment, with the sprite weapons, my FPS is >150, but when I switch to a model weapon, the FPS drops to ~100. Sad Face...
User avatar
phi108
Magical Error?
 
Joined: 02 Dec 2007

Re: Vavoom HUD Weapon Models

Postby Sodaholic » Thu Apr 24, 2008 5:17 am

This is pretty cool! Why is the bobbing so fucked up though? :?
Sodaholic
Banned User
 
Joined: 03 Nov 2007

Re: Vavoom HUD Weapon Models

Postby doomguymaster64 » Mon Apr 28, 2008 4:39 am

not bad looks good :D Is there another place to download this. :oops:
doomguymaster64
 
Joined: 16 Apr 2008

Re: Vavoom HUD Weapon Models

Postby Mortarion » Thu May 01, 2008 4:01 am

hey, what version of gzdoom? (I got 1-1-02)
User avatar
Mortarion
Team Forsaken Games Dev
 
Joined: 23 Jan 2008
Location: www.freewebs.com/forsakendoom

Re: Vavoom HUD Weapon Models

Postby Remmirath » Thu May 01, 2008 4:41 am

Heh, this models are good...although i've noticed that they have an innatural bobbing, and there are too few frames, so the animation is a bit choppy...anyway, nice work... :D
User avatar
Remmirath
Slowest mapper on Earth
 
Joined: 23 Dec 2007
Location: My house
Discord: Remmirath#0424
Twitch ID: TheRemmirath
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Vavoom HUD Weapon Models

Postby NightFright » Fri May 02, 2008 2:56 pm

How exactly are these supposed to run with GZDoom? I am using SVN 1.1.2 r98, putting the whole thing into autoload section in the ini or wherever, they just won't show up.
User avatar
NightFright
Spotlight Team
 
Joined: 02 May 2008
Location: Germany

Re: Vavoom HUD Weapon Models

Postby Snarboo » Fri May 02, 2008 3:00 pm

It's not bad, but the weird view bobbing kind of ruins it. It would be nice if you had a few options for how HUD models bobbed.
User avatar
Snarboo
Bacon doesn't know it's not dogs
 
Joined: 29 Nov 2005

Re: Vavoom HUD Weapon Models

Postby phi108 » Fri May 02, 2008 5:47 pm

Input "movebob (new value)" in the console, the default is .25, but I used .05, and even that value caused weird bobbing, so I lowered it to .02. But this affects view bobbing as well as weapon bobbing.
User avatar
phi108
Magical Error?
 
Joined: 02 Dec 2007

Re: Vavoom HUD Weapon Models

Postby Remmirath » Sat May 03, 2008 8:46 am

NightFright wrote:How exactly are these supposed to run with GZDoom? I am using SVN 1.1.2 r98, putting the whole thing into autoload section in the ini or wherever, they just won't show up.


Just drag and drop the file over gzdoom.exe... :wink:
User avatar
Remmirath
Slowest mapper on Earth
 
Joined: 23 Dec 2007
Location: My house
Discord: Remmirath#0424
Twitch ID: TheRemmirath
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Vavoom HUD Weapon Models

Postby leileilol » Sat May 03, 2008 12:39 pm

the bobbing is because of the models being really tiny and really close to the view
User avatar
leileilol
ダークエルフ!!!!!!!!!!
 
Joined: 30 May 2004
Location: GNU/Hell

Re: Vavoom HUD Weapon Models

Postby NightFright » Mon May 05, 2008 12:27 pm

Well, since I am using GZDoom r101 instead of r89, the pack works for me. Anyway, the models are not really that great, except for maybe the pistol and the super shotgun. Especially the chaingun and the rocket launcher appear too small and show too much of their rear parts. This is probably due to the original model and has nothing to do with phi108's work which is still praiseworthy.
However I think a conversion of the jDoom weapons might make more sense. On the other hand, I think there is hardly any HUD weapon model pack out there right now matching the sprite versions closely enough. Same goes for most of the monster models, btw.
User avatar
NightFright
Spotlight Team
 
Joined: 02 May 2008
Location: Germany

Re: Vavoom HUD Weapon Models

Postby leileilol » Mon May 05, 2008 1:06 pm

I think a total remodeling from scratch makes more sense because jdoom models aren't good either.
User avatar
leileilol
ダークエルフ!!!!!!!!!!
 
Joined: 30 May 2004
Location: GNU/Hell

Re: Vavoom HUD Weapon Models

Postby CaptainToenail » Mon May 05, 2008 1:15 pm

No offense but those HUD models are UGLY!
CaptainToenail
 
Joined: 06 Jul 2007

Next

Return to Abandoned/Dead Projects

Who is online

Users browsing this forum: No registered users and 1 guest