The WIP Thread

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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Skelegant wrote:I'll make make a seperate thread for this project so as not to take over the wip thread lol
looks overpoweringly amazing!! Now that's the way to fight the boss. Anyway i agree with kodi, the recoil animation looks like getting cutting off.
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.+:icytux:+.
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Re: The WIP Thread

Post by .+:icytux:+. »

kodi wrote:Image
Testing out the vertex slope from 3d model import in gzdoom builder. I may have gone overboard a bit.

Edit: is there any way to bake sector light levels from an image file? I'd like to bake shadows into the level without resorting to a single big texture.
Haha, saw this and MaxEd's new flat shading thing today, just after I did this:

Image

that's a god damn 8704x8704 texture pasted over the terrain xD
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Luigi2600
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Re: The WIP Thread

Post by Luigi2600 »

Image

I've been experimenting recently when it comes to DosBox, So I made my level compatible with Dos Doom. Now keep in mind the source port version of this level is already being uploaded to Idgames. I had to modify the map a bit as well as add some new stuff to make it work with Doom 2 or It would've crashed hadn't I not done it.


This is one of the new things I added to the DOS port of my level. I would've added my Hitler Sprite I use in every community project map I ever made but it was unrecognizable according to Dos Doom.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

.+:icytux:+. wrote: Haha, saw this and MaxEd's new flat shading thing today, just after I did this:

image

that's a god damn 8704x8704 texture pasted over the terrain xD
Looks fantastic though! Did you model the mountains yourself?

Side note: for a while I was half contemplating dynamic terrain shadowcasting by having a mapspot on each triangle with the same TID as the triangles TAG. ACS would be used to stick each spot in an array along with it's sector height, from which it should be possible to calculate both occlusion and light level depending on the sun for each triangle.
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Re: The WIP Thread

Post by Viscra Maelstrom »

.+:icytux:+. wrote:Haha, saw this and MaxEd's new flat shading thing today, just after I did this:

that's a god damn 8704x8704 texture pasted over the terrain xD
you see that mountain over there? you can climb it.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

With Jumping button intensifying.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

.+:icytux:+. wrote:
Haha, saw this and MaxEd's new flat shading thing today, just after I did this:
Spoiler:
that's a god damn 8704x8704 texture pasted over the terrain xD
So what's the framerate on that like? :P
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Re: The WIP Thread

Post by Rachael »

If you have enough RAM and VRAM your frame rate will not be impacted much except by the geometry of the terrain, itself.
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Re: The WIP Thread

Post by DoomKrakken »

Captain Kirk is climbing the mountain... why is he climbing the mountain?
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Hege Cactus
 
 
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Re: The WIP Thread

Post by Hege Cactus »

those mountains just yell for a chaingunner to be placed in them and then have the player be 5000 yards from the mountains

They are pretty amazing I must say tho, thats something Id love to see more in doom maps
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Re: The WIP Thread

Post by Dancso »

Experimenting with shading in a small project I've whipped up over the weekend
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(thumbnail links to larger version)
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Re: The WIP Thread

Post by .+:icytux:+. »

kodi wrote:Looks fantastic though! Did you model the mountains yourself?

Side note: for a while I was half contemplating dynamic terrain shadowcasting by having a mapspot on each triangle with the same TID as the triangles TAG. ACS would be used to stick each spot in an array along with it's sector height, from which it should be possible to calculate both occlusion and light level depending on the sun for each triangle.
I used Nem's terrain generator tool and export as an OBJ, and a heightmap, flew up above the mountains and took a printscreen of the Tools own sun lightmap shading. I combined them both in photoshop over some huge huge 2048x2048 rock textures I added some snow on. The PSD is over 1,5gigs for just this one texture... :shock: I had to split up the texture into 4 separate images cause apparently doom can't handle a 8704x8704 texture.

But dang that would be epic to have dynamic sun-motion with shadows over huge mountains :P
Nash wrote:So what's the framerate on that like? :P
A solid 55fps at 1920x1080 (in 4k it's a bit less xD) Apparently it goes just below 60 for me, but this is actually some scenery for a music video I'm planning to make so 30fps would do. This is on a pretty high-end laptop though. (maxed out dell xps15)
Didn't turn out quite the way I'd like but perhaps I'll make a playable doom map out of it instead :D (with chaingunners on the mountain ofc :twisted: )
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Guardsoul
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Re: The WIP Thread

Post by Guardsoul »

Some extra progress on the map I´m creating.
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Re: The WIP Thread

Post by DoomKrakken »

I wanna play that map so bad!!! :D
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Re: The WIP Thread

Post by GreenLegacy »


Black Warrior MOD OST- BulletStorm(Frenzy Skill Theme)

Original Sound Track by GreenLegacy

This soundtrack will be added to next version! :)
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