QuakenDoom 2: First Enemy: Enforcer Crouches!!

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Indecom
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Indecom »

I imported the models into blender, added a light which casts shadows then rendered all of the sprites, and there you have it, self shadowed quake 2 sprites lol.
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hitmanx
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by hitmanx »

oh awesome. Turned out great man. Thanks for answering too, i would have lost my mind trying to figure out this sorcery
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Blade3327
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Blade3327 »

I hope this isn't considered a bump, but I'm actually curious as to how this project is coming along... :)

Another concept-related question: will this mod feature levels, or will it simply be a resource pack?
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Lysander
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Lysander »

Why does everyone insist on using pixelated model rips? I'm using MD2s and they work quite beautifully.
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Blade3327
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Blade3327 »

Dude, pixelation is the point. It's Quake 2, Doom-style. Maybe he doesn't want to use models, because he wants it to retain the Doomish look and see how far he can take it.

That's like asking me why I use rips instead of MD2s for my Quake 1 mod, or asking Doomero why he uses rips instead of converted MD2s for his Doom 3 project. It's Doomier and using MD2s almost destroys the point and concept of these projects.

We're not porting fully 3D games to Doom; we're making Doom look like them.
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Lysander
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Lysander »

Blade3327 wrote:Dude, pixelation is the point. It's Quake 2, Doom-style. Maybe he doesn't want to use models, because he wants it to retain the Doomish look and see how far he can take it.

That's like asking me why I use rips instead of MD2s for my Quake 1 mod, or asking Doomero why he uses rips instead of converted MD2s for his Doom 3 project. It's Doomier and using MD2s almost destroys the point and concept of these projects.

We're not porting fully 3D games to Doom; we're making Doom look like them.
I might accept this explanation. However, when your sprites are pixelated (not in a good way, but they look blurry) rips of models, with nerfed colours (down to 256 in most cases) and animations look jerky (they were designed to be animated and fluid), I just can't accept it.

The only way I could see that making sense is if you took the time to redraw the sprites and animate them according to how sprites are drawn to be animated, instead of lazily taking screenshots of other games' weapons and calling it animations. I know perfectly well that it isn't easy to draw decent-looking weapons, and it's a lot to ask, but I avoid model rip sprites in ZDoom wads like the plague. Take a cue from Doom 2.5, where the designers recreated Doom 3's weapons in sprite form, quite perfectly. In that case, using sprites should be encouraged, but when you use half-assed versions of existing AND accessible material it just looks bad.
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Indecom
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Indecom »

There are a few reasons why i'm not using models, first off, converting the models into usable sprites is not an easy task, in fact it requires more work than just porting the model into the engine because when dealing with models you dont have to render out thousands of images, like i have to with this mod. And its more than just taking screenshots while i'm playing the game, there is no way to get the consistency that this mod requires doing it that way. I have to load the models into a 3d rendering program, then render all of the frames of animations from 16 different angles, meaning that if there are 600 frames, i have 16 times more images. Secondly, copying a model is just plain cheap, lazy, and illegal if i plan on distributing the mod. If you dont like the resolution as it is, thats fine because i have actually planned on releasing an HD version of the mod, everything in a much higher resolution so that complaint is null and void. and if you actually read my posts here at all you would already know that.

I think i have addressed all of your complaints, if not, then play another mod if you dont like this one.
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Blade3327
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Blade3327 »

Right on, man. BTW, how have things been going with the mod? Haven't heard from you in a while...
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Indecom
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Indecom »

Well the enforcer is 100% playable, but i havent got much farther on the gunner, i've been working a lot lately. Though i might pick the project back up again here soon, got a 3 day break coming fro christmas, might be able to get some more work in then. I'm actually putting together a small team right now to work on a full fledged video game, not a doom mod. So i'll be programming the game engine, based on what i've learned from modding doom it will certainly help me out a lot.

The new project is going to be a first person shooter inspired by doom and quake, mixed with god of war and killzone, next gen gameplay with oldschool inspired graphics. If anyone here is interested in possibly helping out let me know. :)
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taufan99
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by taufan99 »

@Indecom: Is there's some other enemy, not Quake 2 enemies, but Doom/Doom 2 enemies?
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by wildweasel »

taufan99 wrote:@Indecom: Is there's some other enemy, not Quake 2 enemies, but Doom/Doom 2 enemies?
Given that indecom has literally not visited this forum since last year, and not updated this thread since longer than that, I doubt you're going to get a response. Therefore, check the last posted date in the thread before you go replying, because there's a chance the discussion is dead.
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