The WIP Thread

If it's not ZDoom, it goes here.
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esselfortium
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by esselfortium »

I've spent the past few days making some major overhauls and additions to the music section of my website.

Among other things, you'll find a streamable preview of TSoZD's soundtrack: my orchestrated take on "Waltz of the Demons", the e2m7 theme, is on the main music page.
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printz
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by printz »

Cool, I like remixes that add new melody above the base music. It really sounds like a waltz now :)
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Nightfall
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nightfall »

Working on a cleaned-up FLAT22
Image
Spoiler: comparison (old, new, newer)
Darn I hate that black outline >:|
working on it

When I get this done, I should be able to make versions that use a different flat as a base. :)

EDIT: Got tired of the irregularity. One face-lift later...
Image

EDIT 2: Hmm.
Image
Last edited by Nightfall on Thu Mar 15, 2012 5:33 am, edited 2 times in total.
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printz
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by printz »

Still, I can't unpicture the image of waltzing with the demons from E3M7 on that central lake.
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Blox
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Blox »

A bit more unofficial cleaning..
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Nightfall
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nightfall »

That's nice and all as usual but I'd rather keep my version because I want to preserve the shading style Doom used.. at least somewhat. Your stuff is a genre of its own. ;)

I think I'm getting somewhere. Here's a version with FLOOR3_3 as base:
Image
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Enjay
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Enjay »

Getting there:

Image

At least it's a bit less cutesy.
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.+:icytux:+.
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by .+:icytux:+. »

Thats better, the one before looked more like a statue made of rock. the shine is definitely needed.
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InsanityBringer
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by InsanityBringer »

You're getting pretty far along with that model, it's starting to look really nice.

I'm still trying to get a Descent polymodel exporter/importer working in Blender, but Python is such a weird language (to me). I want to try to make my own robots for Descent, but one thing that kind of annoys me is that texture scheme they tend to use, with the colored panels over exposed brown mechanical parts. This is really annoying to align when texturing, and they were lazy when mapping the Descent robots, just stretching the textures excessively just to make them align.

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Kristus
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Kristus »

Enjay wrote:Getting there:

Image

At least it's a bit less cutesy.
The sprite was always cutesy.
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printz
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by printz »

InsanityBringer wrote:and they were lazy when mapping the Descent robots, just stretching the textures excessively just to make them align.
Give them a slack, they were probably among the first to use models.
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Gez »

Oh no, far from it. (I'm not claiming this is the first game to use model, either; just citing it as an example.)
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printz
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by printz »

Well, yeah, some were craftier with models, especially the ones in space (note that I'm assuming a lot by this post). But given the low detail of Descent robots, I'd say they weren't very far with model technology.
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InsanityBringer
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by InsanityBringer »

They had fairly good modeling software though. I'm not sure what 3DS Max was like back in '95 but it's highly implied from statements from Parallax employees and documentation in the source that they used 3DS Max to make the models, but as far as I'm aware all modeling duties were handled solely by Adam Pletcher, and I don't really know much about his experience before Descent 1. Maybe that was the first time he did serious modeling? I don't know.

EDIT: Or was it 3D Studio Max? Or just 3D Studio? I can't recall. Meh
Last edited by InsanityBringer on Thu Mar 15, 2012 5:40 pm, edited 1 time in total.
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Xaser
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Xaser »

When was the first time fully-texture-mapped models started appearing? Descent pre-dates Quake, at least, which is kinda interesting considering that Quake more or less popularized the type of true-3D-ness we know today.
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