MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.

Projects that alter game functions but do not include new maps belong here.
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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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Kinsie
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Kinsie »

Due to issues with the Fancy World stuff, I've broken it out into a seperate mod for further development, possibly as a community resource for breathing new life into vanilla maps. If you're smarter than I am (and odds are you are), check it out and see if you can't make it better!
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by DoomKrakken »

You might want to take a look at this, to help create more DOOMy monster sprites... :D

https://www.reddit.com/r/Doom/comments/ ... tion_tool/
whatup876
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by whatup876 »

If you were to include the artifact, would you use Esajaxa's version?

viewtopic.php?f=43&t=48700

Not sure if he would allow that or if he was still even working on his own project.
Edit: would the item be placed next to an invulnerability sphere or a BFG9000?
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Kinsie
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Kinsie »

Image

The Summoner is now less placeholder-y. There's still work to be done - most of the frames still bear the telltale marks of bad greenscreening, and I haven't edited gore into the death states yet, but he/she's in there, and works a lot better than I thought it would!

In other news, I have whacked inventory items with the nerf bat - there is now a brief (less than a second) cooldown on inventory item usage, so you can no longer bind Use Inventory to your mousewheel and level Cyberdemons in a blink. In addition, the radius of Siphon Grenades has been reduced drastically to be more in tune with the graphic.
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by JohnnyTheWolf »

I did not notice before, but the Summoner looks a lot like Janemba.
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by DoomKrakken »

I must know how you did that! Please teach me! :D
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Kinsie
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Kinsie »

DoomKrakken wrote:I must know how you did that! Please teach me! :D
It's a pretty horrible, makeshift method that involves pulling the model and texture using Wraith Revenant, compiling a bare-bones port for the Source Engine, and animating and rendering it in Source Filmmaker. You could almost certainly do a way better job using Blender alone (or by using the actual game animations, which currently requires some manual IK setup) but Blender's UI is beyond my ken (and beyond any human's, and you can't convince me otherwise!)

Image
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Enjay
 
 
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Enjay »

Reminds me a lot of these guys from Thief:

Image
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by DoomKrakken »

Well, we're not exactly going so much for high-quality sprites, considering the graphics of idTech1. Besides, the detail of the completed sprite is much greater than you can find on other sprites.

One thing I'm still wondering... how did you get the image to be a single pixelated sprite frame?
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by comet1337 »

by scaling down and cleaning up a high resolution model rip
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by ThrashfanBert1994 »

Enjay wrote:Reminds me a lot of these guys from Thief:

Image
i prefer that since i seen a titoural on making it a sprite "doomy:
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Captain J »

But the sad thing is they're not from doom series nor other ID games. Yes, they sure looks the same, but again, they're different regardless.
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Kinsie
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Kinsie »

DoomKrakken wrote:Well, we're not exactly going so much for high-quality sprites, considering the graphics of idTech1. Besides, the detail of the completed sprite is much greater than you can find on other sprites.

One thing I'm still wondering... how did you get the image to be a single pixelated sprite frame?
I rendered out each frame and angle at the right resolution, then removed the green bits. Often by hand.
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Xtor98 »

Kinsie, can you do the rips Doom Slayer sprites same as Summoner?
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Re: MetaDoom v3.666 "Samuel" (p72)

Post by Kinsie »

Xtor98 wrote:Kinsie, can you do the rips Doom Slayer sprites same as Summoner?
I don't plan on porting anything that I don't need myself, it's a pretty effort-filled process, especially when you consider I'm doing the animation myself.
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