IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

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.
Locked
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: IT HAS BEGUN!

Post by Ghastly »

The ones I've seen don't look crappy, but I've never been too fond of incredibly high-res, fluid animation model rips, though they look great.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: IT HAS BEGUN!

Post by DOOMERO-21 »

the doom3 weapons mod (remake ) have hight-res , the weapons looks better now and have a fluid animation frame by frame like cs weapons =)
User avatar
Tenement Funster
Posts: 93
Joined: Mon Dec 31, 2007 12:16 am
Location: I'M A JERK!!!!

Re: IT HAS BEGUN!

Post by Tenement Funster »

I demand a public release!
User avatar
Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie
Contact:

Re: IT HAS BEGUN!

Post by Unknown_Assassin »

@DOOMERO-21: Instead of repetitively typing 'Summon Demon,' you could press the up arrow and then enter to do the same command. It's much easier.
User avatar
przndoom
Posts: 692
Joined: Sun Dec 23, 2007 12:22 pm
Location: Right behind you
Contact:

Re: IT HAS BEGUN!

Post by przndoom »

wow this is really coming along!

i just got new doom 3 sound (whispers, baby laugh, the sexy computer lady saying lots of crap, all the scientist talk, other SFX) and im really slacking off on my items sprites...kinda got "prom" on my mind :(
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: IT HAS BEGUN!

Post by DOOMERO-21 »

User avatar
Remmirath
Posts: 2562
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house
Contact:

Re: IT HAS BEGUN!

Post by Remmirath »

Wow. The new animations are really good...great work so far... :wink:
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: IT HAS BEGUN!

Post by DOOMERO-21 »

supershotgun done !!!


"sarge´s double-barreled shotgun" have presentation,idle,fire and reload , more fluid animation!!! =) a real ssg !!! very powerfull!!


http://www.youtube.com/watch?v=IgoLlVSRXCU
User avatar
Remmirath
Posts: 2562
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house
Contact:

Re: IT HAS BEGUN!

Post by Remmirath »

Excellent work! :mrgreen:
User avatar
Tenement Funster
Posts: 93
Joined: Mon Dec 31, 2007 12:16 am
Location: I'M A JERK!!!!

Re: IT HAS BEGUN!

Post by Tenement Funster »

The animation on that SSG is smooth as an egg. Very nice!

As long as your going for smoothness, the pistol is tilted far to the side on the last frame and looks odd when jumping back to the idle frames.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: IT HAS BEGUN!

Post by DOOMERO-21 »

gooooood newwwwwwwwssssssssssss



artifact done 95% the artifact can freeze the time so is very needed in extremal situations =)

very soon i will upload the video =)

edited:

here the video
http://www.youtube.com/watch?v=Z5FcdC1AYs0
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: IT HAS BEGUN!

Post by DOOMERO-21 »

the artifact works very good on zdoom, gzdoom and skulltag !! g dragon wil make a better decorate so he will include new actions and more !!
User avatar
Remmirath
Posts: 2562
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house
Contact:

Re: IT HAS BEGUN!

Post by Remmirath »

Wow! Really nice work with the artifact...the sprites are very smooth... :D
User avatar
Tenement Funster
Posts: 93
Joined: Mon Dec 31, 2007 12:16 am
Location: I'M A JERK!!!!

Re: IT HAS BEGUN!

Post by Tenement Funster »

Indeed, nifty artifact. How will you make it recharge, and how would you go about finding the artifact in a map not designed for the mod?
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: IT HAS BEGUN!

Post by DOOMERO-21 »

the recharge ? mm interestin qustion so....some maps have dead bodies on udoom and doom2 is only replaces that actor for ammunition for the artefact, the artefact is enable in the beginnig , but some people believe...the doom3 weapons mod only works on udoom , doom2, tnt or plutonia, maybe yes, but i will try the best possible( and the team to, przdoom and g dragon and the team doom3ongzdoom) , for make a doom3 weapons for all the pwads ...!!
Locked

Return to “Abandoned/Dead Projects”