WIP: The Wanderer [Demo 1]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: WIP: The Wanderer
Hmm... My only reference right now is a double bed, but that one looks slim nonetheless. Or long. As Doom-death-and-Hexetic beds go, I think it looks good, but a little out of proportion. When it comes to beds one could also consider raising them higher.
When I look at yours, I feel a desire to widen it slightly, shorten it slightly, and double the height of the base.
When I look at yours, I feel a desire to widen it slightly, shorten it slightly, and double the height of the base.
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Re: WIP: The Wanderer
That bed... it looks so real. So natural.
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Re: WIP: The Wanderer
I shortened it a bit, there will be double beds in the keep as these are being used in the servant quarters and gaurd outposts. I also plan on making bunk beds to put in the barracks using 3D sectors.
I'm trying to figure out if 3D sectors can use Sector_SetPlaneReflection. If not, hopefully setting the floor beneath the water as reflective like this looks good enough for shallow puddles and such, even if I can't do this in deep water areas.
I'm trying to figure out if 3D sectors can use Sector_SetPlaneReflection. If not, hopefully setting the floor beneath the water as reflective like this looks good enough for shallow puddles and such, even if I can't do this in deep water areas.
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Re: WIP: The Wanderer
o_o
I'm..not really sure puddles work that way.
I'm..not really sure puddles work that way.
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Re: WIP: The Wanderer
Huh? Water is reflective (though I need to find/make a better water flat than the base heretic one).
Spoiler:Edit: Yes, a wavy texture on puddles looks bad. I'll probably just use solid colors based on the overall light of the area. If anyone knows of a better way to do it, I'll stop trying to make this method look good.
Last edited by cypherphage on Sun Mar 06, 2011 10:27 pm, edited 2 times in total.
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Re: WIP: The Wanderer
Your water seems to have a wavy texture - the puddle in the photo is completely still.
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Re: WIP: The Wanderer
More importantly, the photo depicts a puddle and your screenshot depicts a laser-carved crater. Puddles don't have walls
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Re: WIP: The Wanderer
Maybe the puddle doesn't want to be stepped in.
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Re: WIP: The Wanderer
That's a solid looking bed!
Actually it's one of the better design's I've seen. Still not sure if I'd want to sleep on it.... Maybe that puddle is actually a small sink hole? Ever think of that???
Actually it's one of the better design's I've seen. Still not sure if I'd want to sleep on it.... Maybe that puddle is actually a small sink hole? Ever think of that???
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Re: WIP: The Wanderer
The reflection should occur at the water's surface, not the dirt/ground below it, which I think is what Essel is trying to get at. I'm not sure if you can apply sector reflect to a 3D floor, although I think there is an alternative where you can achieve the a similar effect.
Make a copy of the flat you want to use for the the dirt and use TERRAIN lump to add a floor clipping to it. Then set it to the sector and add the reflective sector special with ACS. The reflection would be at the surface, but you can still have a "deep water" like feel when you step into it.
Still given how limited and unrealistic doom effects are, I don't think it would be better with the reflection or without it, since either way it would be unrealistic. Also, adding ripple textures on the reflected surface will only serve to make what you're trying to achieve less convincing, since a rippling surface would distort and eliminate parts of the reflection (since it can only be seen at certain angles).
Make a copy of the flat you want to use for the the dirt and use TERRAIN lump to add a floor clipping to it. Then set it to the sector and add the reflective sector special with ACS. The reflection would be at the surface, but you can still have a "deep water" like feel when you step into it.
Still given how limited and unrealistic doom effects are, I don't think it would be better with the reflection or without it, since either way it would be unrealistic. Also, adding ripple textures on the reflected surface will only serve to make what you're trying to achieve less convincing, since a rippling surface would distort and eliminate parts of the reflection (since it can only be seen at certain angles).
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Re: WIP: The Wanderer
I'll experiment with that method when I get the chance. I'm working on the start level which consists of a boat at sea (820 wide by 2300, with multiple levels). Making all the 3D stairs and line_teleports to get the level to work is a pain in the ass.
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Re: WIP: The Wanderer
Spoiler:Any thoughts on the look of the boat so far?
Also, since heretic/hexen are full of magic and have at least some technology, I was thinking the ship would use a magically powered motor that you would have to restart.
Spoiler:Too gimmicky?
Last edited by cypherphage on Fri Mar 18, 2011 9:07 pm, edited 2 times in total.
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Re: WIP: The Wanderer
The overall simplicity mixed with the yet small visual details, such as the lamps and the book are looking quite nice together.
Last edited by Amuscaria on Fri Mar 18, 2011 12:40 pm, edited 1 time in total.
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Re: WIP: The Wanderer
I agree with Eriance..
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Re: WIP: The Wanderer
Captain's quarters, I'll probably add some chart and map textures.