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Re: The WIP Thread
Posted: Mon Jan 25, 2016 2:09 pm
by Blox
Nash wrote:
Every modular player part asset has been rendered, this system is now complete. Ellie and Joel? =D
Those models
really look like they could use some artsy detail flavour and a funky lighting setup.
Re: The WIP Thread
Posted: Mon Jan 25, 2016 2:17 pm
by Nash
I'll do that in future. xD They don't even have any textures for now, just the material's diffuse colour.
Re: The WIP Thread
Posted: Mon Jan 25, 2016 2:23 pm
by Dark-Assassin
Jaxxoon R wrote:Dark-Assassin wrote:Link?
No, Zelda.
:/
Re: The WIP Thread
Posted: Mon Jan 25, 2016 4:08 pm
by Captain Ventris
Jamming to PSX Doom 20th Anniversary soundtrack while doing some coding busy work. Some more photoshop work and I can do a nice Doomvengers polish release. Lots of visual improvements, made it a .pk3, loads of balancing on a particular class. A lot of the remaining rough edges are smoothed out in this next version. 'Tis nice.
Re: The WIP Thread
Posted: Mon Jan 25, 2016 6:32 pm
by YukiHerz

Gonna have to re-rip that pistol for extra frames.
Re: The WIP Thread
Posted: Mon Jan 25, 2016 6:45 pm
by wildweasel
Coded Arms was a damned stylish game. Shame about the sequel.
Re: The WIP Thread
Posted: Mon Jan 25, 2016 7:25 pm
by ibm5155
Re: The WIP Thread
Posted: Mon Jan 25, 2016 8:02 pm
by YukiHerz
wildweasel wrote:Coded Arms was a damned stylish game. Shame about the sequel.
Contagion is an enjoyable experience on its own, but it isn't as good as the first game, shame about Assault not making it past a trailer.
Re: The WIP Thread
Posted: Mon Jan 25, 2016 8:36 pm
by kodi

muh graphical profile
Seriously though, standard doom-in-zdoom menus are pretty ugly and uncomfortable to me.

marrub for the font tutorial,

the time spent trying to find the right coordinates for where to draw the slider and marker graphics in a white void.
Re: The WIP Thread
Posted: Mon Jan 25, 2016 9:31 pm
by Nash
kodi: how did you get your high res fonts to scale so cleanly? I've given up on high res fonts because I could never get them to look good when scaled!
Re: The WIP Thread
Posted: Mon Jan 25, 2016 9:45 pm
by kodi
I used an actual bitmap font ("Dina", it's wonderful) exported as folder of stcfn****.png, then scaled each image 2x individually in TEXTURES. Writing the initial textures lump was arduous, but now I can just copy/paste it and use find+replace to easily change directories or whatever for each textures.fontname lump.
Code: Select all
graphic dina2x033, 9,17
{
XScale 2.0
YScale 2.0
Offset 0, 0
Patch "graphics/fonts/Dina_9B/stcfn033.lmp", 0, 0
{
}
}
graphic dina2x034, 9,17
{
XScale 2.0
YScale 2.0
Offset 0, 0
Patch "graphics/fonts/Dina_9B/stcfn034.lmp", 0, 0
{
}
}
graphic dina2x035, 9,17
{
XScale 2.0
YScale 2.0
Offset 0, 0
Patch "graphics/fonts/Dina_9B/stcfn035.lmp", 0, 0
{
}
Re: The WIP Thread
Posted: Mon Jan 25, 2016 9:56 pm
by Nash
Ah, very nice! That font looks good. I wonder how it will look like when used as scaled HudMessages!
Also, this would have been very useful to you - carlcyber wrote me a program to generate a TEXTURES lump by scanning all the PNGs in the directory it's ran in and spit out a nice, massive TEXTURES lump so you dont' have to type it yourself. :P
https://github.com/nashmuhandes/Image2Textures
You could also write one in .bat if you're inclined (I wrote such a script in my weather system to scan all textures in the /exterior directory and compile them into a LANGUAGE lump for parsing by the seasonal texture swapper!)
Re: The WIP Thread
Posted: Tue Jan 26, 2016 2:50 am
by Skelegant
WOAH DUDE PIZZA

Re: The WIP Thread
Posted: Tue Jan 26, 2016 3:27 am
by Captain J
RADICALLY RETROSPECTIVE!
Re: The WIP Thread
Posted: Tue Jan 26, 2016 4:06 am
by Darsycho