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Kaal979's Doom64 replacers [V07]

PostPosted: Sun Oct 07, 2012 10:44 am
by Kaal979
Image

I found this D64DoomStuff wad was good for replaceing monsters
in good old DOOM but it didnt allow to add own weapon selections.
So i edited them out and also changed a replacement here and
there like red for brown cacodemon and darker spectre.
See the DOOM horde in its demonicst gloss!


DOOM64 Monster Replacer V07:

(Skydrive link removed due to presence of warez. -ww)

http://www.moddb.com/games/doom/addons/ ... placer-v07


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Re: Kaal979's Doom64 replacers [split]

PostPosted: Thu Oct 11, 2012 10:05 am
by wildweasel
I split this from the 8x Sprites thread because you need to get your own thread instead of hijacking someone else's.

Re: Kaal979's Doom64 replacers [split]

PostPosted: Thu Oct 11, 2012 10:52 am
by Kaal979
But there is already one
- viewtopic.php?f=19&t=34241
Maybe better be it deleted.

P.S.: I actually dont plan to delete this native
D64 replacer only make different new ones.

Re: Kaal979's Doom64 replacers [split]

PostPosted: Thu Oct 11, 2012 12:25 pm
by mckracken
good job

but the weapons still have the n64 effects?

Re: Kaal979's Doom64 replacers [split]

PostPosted: Thu Oct 11, 2012 3:32 pm
by Kaal979
Yes - because those spiderdemons use blue plasma instead
of yellow and the old projectiles look generally not cool.

Re: Kaal979's Doom64 replacers [split]

PostPosted: Thu Oct 11, 2012 3:52 pm
by mckracken
they dont look cool, that is why i use this which makes everything look really good:
particle fire enhancer, or doom enhanced.

problem is if you modify weapons, they break the mods above.
so if its monsters only, lets make it exactly that.
you could release an addon with the original d64 weapons..

Re: Kaal979's Doom64 replacers [split]

PostPosted: Fri Oct 12, 2012 2:33 am
by Kaal979
Maybe but they are designed to fit to the monsters and
believe me the imps just look weird with the old balls.
Maybe the BFG9k projectiles could have been taken out
but seriously who likes a modified BFG only needs a
skinreplace . Complete new weapon classes shouldnt make
problems at all since i removed all new weapon sounds.

FreeDoomPlayer Replacer

PostPosted: Fri Oct 12, 2012 6:35 am
by Kaal979
Imo the best skin to play the D64MonsterReplace with!
This file is tricky - since it completely replaces the original
DoomGuy even CoopMarines (included) have their appearance.

http://www.mediafire.com/download.php?61m9bjwh2w0kr35

FDPlayaV01.jpg

New ChainSaws!

PostPosted: Fri Oct 12, 2012 4:25 pm
by Kaal979
My first two melee weapon wads for my upcoming Yojimbo and Quake2
ankled only bestofall weapon packs for you already as single versions!
They are the Katana from ShadowWarrior and the Fighters Mace
from Heretic basing on the Realm667s Machete and Knife.

74KatanaV03:
http://www.mediafire.com/?ok83uxz5byzr9ix

FMace2V02:
http://www.mediafire.com/download.php?s7cu60zd2kyv2pq

Re: Kaal979's Doom64 replacers [split]

PostPosted: Sat Oct 13, 2012 5:11 pm
by Kaal979
New plans for the Quake like weapon pack!
Besides it must have a new default playerclass
to enable the new starting wepons i also managed
to nap the eccentric Q3ArenaModelViewer which
didnt allow to view weapons without flash.
I simply made a new Q3 pak0.pk3 with
only this one model so quickshooting the
sprite animations is as simple as thinkable.
Maybe i can even already add the required
weapon model just without flash!
The sprites will at least be double sized
as normal what will be the difficultiest
part - though several example wads are
already available id appreciate to know more.
Btw - the weapons itself will be great - no
such ladies stuff from Q3 - only Q2 style
standard - all ankled and with all flashes.

P.S.: The model viewer is downloadable here:
http://home.arcor.de/sanjox/q3modelviewer.html

qguy.jpg


P.S.2: This is how i expect
the sprites to look then:

qguysprt.png
qguysprt2.PNG

The second one is even already doom palettized - tricky:
abit more colour saturation before applying the palette with IrFanView!

Quake Ranger + Weapons

PostPosted: Sun Oct 21, 2012 8:32 am
by Kaal979
Well guys - makeing the Q3A Ranger sprites is difficultier than expected!
Though not because of the HiRes remapping but in takeing appropriate pictures.
The only working Q3A model viewer is a total bitchcrap with nonsense controls.
But - i found a old skin in QDoom101 and after enhancing took this one instead.
A great base for upcoming HiRes player projects but nonetheless the best
oldskool weapons compilation D00M ever saw!

QuakeRangerV09:

(Skydrive link removed due to presence of warez. -ww)

http://www.moddb.com/games/doom/addons/ ... eapons-v09


Image

P.S.: Im now also makeing a presi picture for
D64MonRep and throw the stuffs on MODDB.COM!

P.S.2: Maybe its better to make a WH40k SpaceMarine HiRes
sprites (and weapons) since i can position them with UTs UnrealEditor.

Re: Kaal979's Doom64 replacers [split]

PostPosted: Mon Oct 22, 2012 2:51 pm
by Kaal979
But - its not impossible to just shoot the head.
Maybe someday in the not so far future this
guy will get a new bighead style look!
At least for now im must make this LoWang styled
weapon mod with the plasma FT and other magic craps.

Re: Kaal979's Doom64 replacers [split]

PostPosted: Tue Oct 23, 2012 11:56 am
by Kaal979
IT WOORRKS!!!

Re: Kaal979's Doom64 replacers [split]

PostPosted: Thu Oct 25, 2012 2:58 pm
by amv2k9
Not to be Captain Obvious, but if its a Quake weapon replacement, why is the Hexen cleric's mace and several other non-quake weapons in there?

Also, formatting your
posts as if your monitor
is only five inches wide is
really annoying to try to
read.

Re: Kaal979's Doom64 replacers [split]

PostPosted: Thu Oct 25, 2012 3:20 pm
by Ravick
Maybe this is result of some kind of translator.
Looks interesting, however. I'm downloading now. :)