BGPA Missions - Bugfix release - details Page 9

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Amuscaria
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Amuscaria »

Very impressive! A nice mix of 3D models and classic doom material. :D
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Enjay
 
 
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Enjay »

I tried to adopt a consistent approach to the models. None of the enemies, no, scratch that, hardly any of the enemies are models so anything that enemies drop and players interact with are still sprites (weapons, health, ammo, pickups generally) and of course items such as corpses and whatever too. However, things that are part of the world, pillars, lamps, fixtures and fittings etc and the kind of things that have tended to be done with sectors in the past, I used models for. The enemy exceptions are the little tank, because the other vehicles are also done by models (they fall into the category of world scenery IMO) and sentry gun/static weapon items that bridge the gap between an enemy and part of the world (again IMO).
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neoworm
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by neoworm »

Best model usage in DooM ever. Is the sprite guy in tank really sprite? or just texture.
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Enjay
 
 
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Enjay »

neoworm wrote:Best model usage in DooM ever. Is the sprite guy in tank really sprite? or just texture.
OK, OK I cheated. He's just a part of the model skin on a flat surface sitting inside the model. When you destroy the tank, the skin changes anyway (to look damaged), the guy disappears and a genuine one is spawned as a dropped item. ;)
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neoworm
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by neoworm »

Enjay wrote:OK, OK I cheated. He's just a part of the model skin on a flat surface sitting inside the model. When you destroy the tank, the skin changes anyway (to look damaged), the guy disappears and a genuine one is spawned as a dropped item. ;)
Just brilliant. Will you mind if I use this model sometimes after you release your mod?
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Enjay
 
 
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Enjay »

neoworm wrote:Just brilliant. Will you mind if I use this model sometimes after you release your mod?
You're more than welcome. Not too surprisingly it's my own edit of the PigTank from the Duke3D hi-res pack. Because of the way I did it, I had to cut down on the animation used in the actual model for it moving and faked the tracks moving by changing the skins. There is also a pain skin where the guy inside has a pained expression on his face and animation for the destruction of the tank and the gun turrets flying off have all been added by me - just like the original sprite version I did for my "Overlord" level if you've played that.

The original in the Duke pack has a 3D Pigcop sitting in it, which was obviously no use to me but it was fine for that pack because they have some (pretty decent) pig cop models in the mod too. Although, I've never been able to see the pig tank (sprite or model) in motion in Duke because I don't have the Plutonium Pack (or whatever it's called) and it isn't in the base game.
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TheDarkArchon
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by TheDarkArchon »

That's twice this week where someone has made my mapping skills feel completely inadequate.
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Remmirath
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Remmirath »

If i'm not wrong, some of the enemies (or allies) sprites are taken from Blake Stone, right? If so, how did you get them, Enjay?
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Enjay
 
 
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Enjay »

TheDarkArchon wrote:That's twice this week where someone has made my mapping skills feel completely inadequate.
I'm serious about the quality of these maps. Do not expect the pinnacle of mapping expertise. They are simplistic in many ways.
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Enjay
 
 
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Enjay »

§-Morpheus-§ wrote:If i'm not wrong, some of the enemies (or allies) sprites are taken from Blake Stone, right? If so, how did you get them, Enjay?
Yes, they are from Blake stone. I've already used them in my "Overlord" level and released a skin pack based on them too. I think it's in the idgames archive as "njblake" or something similar.

How did I get them? I'm not sure. I think I used a dedicated Wolfenstein/Blake Stone editing tool, but I have no idea which one. It was a number of years ago. I'm pretty sure that XWE supports Blake Stone though so if you have the game you should be able to use that to extract them with that.
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Remmirath
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Remmirath »

Enjay wrote: How did I get them? I'm not sure. I think I used a dedicated Wolfenstein/Blake Stone editing tool, but I have no idea which one. It was a number of years ago. I'm pretty sure that XWE supports Blake Stone though so if you have the game you should be able to use that to extract them with that.
I tried to open VGAGRAPH.bs6 with XWE, and it doesn't open. It says that the file is not a valid wadfile

EDIT: But i managed to open VSWAP.bs6. Thanks!
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bagheadspidey
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by bagheadspidey »

Hey, what do you get when you mix a bunch of D&D nerds and a game of paintball?

A doom megawad. of course! :thumb:




Heh, sorry about that, Enjay. This looks really cool and I look forward to GZdoom someday having a working makefile your project's release =)
Cptschrodinger
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Cptschrodinger »

You guys are writing a novel? I'm interested.
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Enjay
 
 
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Enjay »

Cptschrodinger wrote:You guys are writing a novel? I'm interested.
Written would be more accurate. All 17 chapters have been "put to bed". Weve just got to go back and make some final edits to a few pieces of character dialogue then (I hope) it's good to go.
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Matt
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Re: BGPA Missions - Burghead Liberation - Not out yet

Post by Matt »

Lookin' pretty awesome! :D

About the music: Would it be possible to use tiny silent bits in place of the music lumps inside the main wad, then add the music as a separate download that could be appended to the main one in a zip?
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