It looks really awesome indeed! BTW I see that you're not using brightmaps for your monsters/props/textures, also you need to curve your buildings some more. The crash site is really well detailed, as well as flora & fauna, but I think rats must be scaled ro somebody can confuse them for dogsWARCHILD_89 wrote:WHAT HAPPENS BEFORE COMING TO THE CLIFFS(unfortunately YOUTUBE makes my HD video look aweful :/ ):
https://www.youtube.com/watch?v=mgNzylL ... e=youtu.be
DOOM NEMESIS alpha demo released
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Please read the full rules for more details.
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: DOOM NEMESIS (UPDATED HARDWARE)
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Re: DOOM NEMESIS (UPDATED HARDWARE)
I use a "customized Particle Fire enhancer" mod from nash in combination with "ketchuptest.pk3". Blood, brightmaps and sounds are from there. Music is used from SOF2 (cliffs), Resident Evil 3 (crashsite) and alone in the dark 4 (swamps)
I am about to combine these mods to a basic resource for my maps, weaponry, gib animations and global FX enhancements. flora and fauna are partially from realm 667 (things) and partially done by myself (Two texture lines crossed over each other)
Rats need to be scaled, you are right
I am about to combine these mods to a basic resource for my maps, weaponry, gib animations and global FX enhancements. flora and fauna are partially from realm 667 (things) and partially done by myself (Two texture lines crossed over each other)
Rats need to be scaled, you are right
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Re: DOOM NEMESIS (new pics)
I got some new screenshots, I´m currently playing around with 3d models:
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Re: DOOM NEMESIS (new pics)
WOW, that's an awesome work Warchild! Are you using vertex slope things in addition to? Also, if you need to create some realistic 3d objects use +ACTLIKEBRIDGE flag for them, they will become climbable.
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Re: DOOM NEMESIS (new pics)
Thank you
Yes I´m using the vertexes directly to change their height.
Yes I´m using the vertexes directly to change their height.
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Re: DOOM NEMESIS (new pics)
Nice! My only problems are that the fourth shot could use some shadows under the rocks, and that the flashlight should light up your weapon as well (you can accomplish this by also putting a dynamic light directly on the player). However, these are both just minor nitpicks. It's looks nice so far.
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Re: DOOM NEMESIS (video demo of new map)
Watch first page for new video !
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Re: DOOM NEMESIS (video demo of new map)
The mod looks incredibly fun, but there is one criticism I gotta make: mishmashing both sideview and centerview weapon sprites is awfully jarring and a style clash as well, they dont work together
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Re: DOOM NEMESIS (video demo of new map)
I would like to make all of them sideviewed AND centered (normal sideview and centered view only when zooming) but unfortunately there´s a lack of weapon sprites I would need for doing this...
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Re: DOOM NEMESIS (video demo of new map)
CURRENT STATUS of the project:
Currently setting up a 3d models PK3 with lots of models (currently about 50 and counting). The aim is finding a new way of Level design and making a Models resource Pk3 for everyone.
Currently setting up a 3d models PK3 with lots of models (currently about 50 and counting). The aim is finding a new way of Level design and making a Models resource Pk3 for everyone.
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Re: DOOM NEMESIS (video demo of new map)
i'm happy with those rocks
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Re: DOOM NEMESIS(3d modelpack under construction)
currently adding some nice plants
also planning to avoid using Voxel objects, nothing against them, but I´m more interested to use MD2/MD3
also planning to avoid using Voxel objects, nothing against them, but I´m more interested to use MD2/MD3
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Re: DOOM NEMESIS(3d modelpack under construction)
make sure you add plenty of ambient sounds, echoes in the caves, flowing water, birds chirping all that to bring these beautiful maps to life even more
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Re: DOOM NEMESIS(3d modelpack under construction)
Already did that
Fans, engines, explosions, dynamic music changing, footsteps, the engines built-in echo and reverb effects, raindrops, boiling lava, wind, birds, spiders, mice, dogs, lightning effects...
I make use of any resources that helps me advancing the liveliness of the game and sometimes code some own stuff in addition to them
I also plan to have real dialogues instead of reading only text.
Fans, engines, explosions, dynamic music changing, footsteps, the engines built-in echo and reverb effects, raindrops, boiling lava, wind, birds, spiders, mice, dogs, lightning effects...
I make use of any resources that helps me advancing the liveliness of the game and sometimes code some own stuff in addition to them
I also plan to have real dialogues instead of reading only text.