The WIP Thread

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Tormentor667
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Re: The WIP Thread

Post by Tormentor667 »

How is this done?
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abbuw
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Re: The WIP Thread

Post by abbuw »

Tormentor667 wrote:How is this done?
Dozens of manually placed additive sprites.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

Image

Something me and some people have been working on lately, there's a lot going on in this picture but I'll just leave this here without an explanation...
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

So i guess totally-accurate Diablo Doom mod is in progress? Or is this project has its own name? Anyway looks very unique and amusing to see.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

Standalone game, but Diablo-inspired. :) Would have nothing to do with the Diablo franchise.
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neoworm
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Re: The WIP Thread

Post by neoworm »

I am done. I gave up on animations, because I tried 4 different approaches to create the MD3 and failed each time. So it's 2 static models that switch. And it works.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

If you wish, I could help you making an animation if you upload the .obj.
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Enjay
 
 
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Re: The WIP Thread

Post by Enjay »

Unlikely I'd be needed but I'd happily do it to. For something like this, it's probably just a 5 minute job.
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neoworm
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Re: The WIP Thread

Post by neoworm »

If you want to give it a try, here the mod with the models and textures ready to be loaded into game: https://www.mediafire.com/file/hecx555m ... s.zip/file.
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Enjay
 
 
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Re: The WIP Thread

Post by Enjay »

Here you go. Sorry it took so long. I wanted to check that they worked in game first.

http://www.aspectsweb.co.uk/enjay/doom/ ... imated.pk3

BTW, I noticed that your models face 90 degrees from where I would expect them to (perhaps how Maverick 3D imported them). Do you want me to rotate them to face the front?

[edit] Rotated versions if you want them. http://www.aspectsweb.co.uk/enjay/doom/ ... otated.pk3 [/edit]
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neoworm
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Re: The WIP Thread

Post by neoworm »

It is rotated differently now than it was before. I kinda didn't cared about the rotation so far, but it would be probably better to face the direction of the actor. What did you used for animating it? The Maverick editor? I had some problems with running the program, so I skipped it in my experiments and tried to find a way how to animate it directly in Blender.
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Enjay
 
 
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Re: The WIP Thread

Post by Enjay »

Yeah, I used Maverick. The animating part only took the anticipated few minutes. Setting up a working map with sprites and so on to test it took longer. :lol:

I hope that the rotated version in my edit above is the right way around for you.

What problems did you have with Maverick? It works out of the box for me.
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neoworm
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Re: The WIP Thread

Post by neoworm »

It got stuck while I tried to open a model in it. It seems to work fine after reinstaling it. I only don't know how to work in it at all. I was glad I learned what I learned in Blender.
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TDRR
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Re: The WIP Thread

Post by TDRR »

abbuw wrote:
Tormentor667 wrote:How is this done?
Dozens of manually placed additive sprites.
I still don't get it. How is this any better than plain old additive linedefs? It sounds way slower, both to place and to run in-game and i can't imagine any advantage of making it like this.
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phantombeta
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Re: The WIP Thread

Post by phantombeta »

It might be faster, actually. More linedefs usually leads to more BSP splits (i.e. even slower BSP traversal) - actors obviously don't. It remains to be seen if it'd be faster or if it'd just shift the performance loss to the playsim, but I have the feeling it'd be at least a bit faster than lines.
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