RELEASE: Wolfenstein 3D TC Version 3.1

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Gez
 
 
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Gez »

Could it be made so that the things with conflicting ednums between Wolf and SOD do no longer conflict?
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by D2 Mod Player »

AFA Doomer

I didn't know you could personally do it, thought it was something in the GZDoom source code done by the official team. So I'm happy that's a reality. Don't worry about how long it takes, there's tons of other things I suggested and maybe a few others that can make the TC better with way less time in the mean time.

Kilian

I like those ideas, the lights thing is brilliant, will make them look so much more realistic. The chaingun was unexpected. I have not done 3D models with those and decided to go another direction. I actually use high res sprites and replace the original Wolfenstein frames only, so the animation is limited. 3D models is way easier for greater effect if you already know how to integrate them into the code. I took the hard approach but the payoff is it looks better then most 3D models. The good side about 3D models is the animation just can't be beat, it looks far more realistic. And no cheap tricks like I have (it's OK if it's cheap as long as it's effective).

Skies is an interesting concept. I'm quite certain a level or two at the end of Spear of Destiny is meant to be outdoors and have thought about making those skies. Do you have more then that? How large of a percentage of the game has skies? Anyway, that was one of the more dramatic changes to me that you made.

I think legally Wolf 3D may be abandon-ware but it is still sold on Steam. Even the Lost Level set! Anyway, I don't think Wolf 3D really matters and a TC of it was inevitable. The fact that GzDoom requires another ID title pretty much covers it, I'm sure it still sells way more copies then this game.

Your one of the few people to have vision to work outside the original Wolf 3D engine and make something that's more up to today's standards. For you your one in a million. The Wolf 3D mod community, however cool they are, are unchanging and do not embrace anything new besides source ports of the original code that don't even support basic 3D card effects or 3D models of any kind. To me 100% gameplay emulation is not important to an aging game that needs gameplay updates to be played by anybody. Updated gameplay like this TC gives is more important to me. After all, this TC is extremely accurate where it counts. I've played NewWolf for many years and all the levels in this TC play correctly. Not exactly, but certainly good enough to be faithful to any level set, and I've played alot of them. :)
Gez
 
 
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Gez »

D2 Mod Player wrote:AFA Doomer

I didn't know you could personally do it, thought it was something in the GZDoom source code done by the official team. So I'm happy that's a reality. Don't worry about how long it takes, there's tons of other things I suggested and maybe a few others that can make the TC better with way less time in the mean time. )
He's talking about the program he uses to convert the Wolf maps automatically.
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by D2 Mod Player »

Ah, thanks. So I was half way right. He already knows how to setup the TC for when GZDoom gets the code changes. That's a better scenario then I was initially thinking. I guess in the end now, all we need is for it to be an actual priority from the team handling the upgrades to the engine. I hope so.
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by AFADoomer »

D2 Mod Player wrote:Ah, thanks. So I was half way right. He already knows how to setup the TC for when GZDoom gets the code changes. That's a better scenario then I was initially thinking. I guess in the end now, all we need is for it to be an actual priority from the team handling the upgrades to the engine. I hope so.
Pushwalls in GZDoom are already handled as 3D models, so work just like the polyobjects will/would, with the exception that they don't block enemies' line of sight.
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by D2 Mod Player »

AFA Doomer

Thanks for clarifying. I basically already knew that but wasn't sure about how Polyobjects would be treated since it did sound like the description on a 3D model. :) That's good, because if it's changed, all my high res skins on pushwalls should still work!

Kilian sounds like he knows more how to change the decorate coding then I do. But when I started this I knew nothing so I've learned alot and had to make alot of changes and additions to incorporate stationary 3D models for instance.
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Kilian
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Kilian »

Guys, I need your opinion ...

last night I finally figured out with the importing RtCW's format .mds into MilkShape3D. After 2 hours of work I got first results:

Image Image Image

Models, of course, requires improvement, but I need to know - enough good they look in general? If they will, they will be in sprites because I still have not figured out how to make animation for the .md3 format ( :bang: ).

There is still much work to do.. Ehh. new ideas brings new complexity.

D2 Mod Player, I'll answer a little later, in pm :)
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by D2 Mod Player »

Kilian

That's a rather interesting idea. I have taken shots of a 3D model before to use as a key on the HUD and it worked fine. Never thought of converting 3D models into animated sprites. :) I rather like that idea. It obviously looks far more effective then the original graphics and it seems you have something close to the original 3 enemies. The basic guard, the SS (blue guy) and the officer.

Someone has used this technique before. For some reason this guy wanted to convert Quake into an open source Doom Engine (forget which) and all the original 3D models were made into sprites replacing the original Doom sprites. Why he would do that I have no idea but it worked decently, just not nearly as convincing as the true 3D model. But your Wolfenstein 3D models look far more advanced then the 1st generation crude quake ones so it could work much better. The main benefit not being animation detail, but texture detail. I say if you can get it to work that would be awesome.

As far as converting them to MD3, I hope someone else has some ideas since that obviously would be the best solution. I have this sinking feeling though that it may not be a simple conversion and you'd have to convert it wire by wire? I have heard of model conversion tools before but it may not be available for those 2 formats.

In the end it would be the same basic technique that George Lucas used in Star Wars. But they are virtual models your taking shots of instead of clay models. :)

3 cheers for stop motion animation!

EDIT: Don't be surprised if my Bosses look similar to yours, I've taken the same route. But you'll be able to tell I haven't copied you since there are likely major differences if you look hard enough. Also, my friend helped me combine existing MAC graphics into other boss types. I totally redid the Hitler death animations for instance. This was about 6 months ago. :)

2nd EDIT: I started working on my graphics Wolf 3D MOD again last night! :D
CeeJay
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by CeeJay »

For those who are interested in those old classic Wolf3D games (original, Spear of Destiny and the many ports made of Wolf3D), check this out:

http://www.youtube.com/watch?v=AfN_h3GPWGw
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DoomSplitter
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by DoomSplitter »

CeeJay wrote:For those who are interested in those old classic Wolf3D games (original, Spear of Destiny and the many ports made of Wolf3D), check this out:

http://www.youtube.com/watch?v=AfN_h3GPWGw
Bumping a thread just to advertise your own project? Wow, I'm disapointed...
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phi108
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by phi108 »

Well, Killian and D2 Mod Player have also been treating this thread like their project threads, but they are working on additions to this mod. CeeJay's certainly is cool, and related. Though a bit of a bump.
CeeJay
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by CeeJay »

Oh yeah, i forgot... "bump". :D

Well, atleast the last post was this year.
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Nash
 
 
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Nash »

With the new and improved polyobject code, I think the model pushwall workaround should be removed and pushwalls should be polyobjects again so that they properly block sight.
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printz
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by printz »

Are pushwall mazes possible? (why not, my first post on ZDoom suggested something similar)
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by D2 Mod Player »

How are we using this thread to detract from his TC project when he specifically gave Kilian the go ahead to post screenshots? I also told him about all the bugs/missing features I found when playing and converting levels. But that's all right.

Anyway, I'm working on a few major textures and I'll post some shots soon. Doors and metal specifically right now. I promise it's way better then the above link. :) I just completely replaced the old HD stone walls that have been around for years to upgrade the look, same with the Spear of Destiny stone walls. So within the next day or so, check back. If I can figure out how to actually get a screenshot in here I'll do 1 today. It's not obvious how.

OK, I made an image shack account, seemed easiest. 1 screenshot. The door while nice is currently being redesigned. Everything else here is likely to be permanent. Not every area is completely brown, that's just how this one level turned out:

Image

Uploaded with ImageShack.us
I'm actually working on this project again. Since it has a good chance of completion I finally decided to post some shots.
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