Kingpin (Xatrix) TC (was: Sprite(sheets) from 3d models)
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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.
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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Enjay
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- Posts: 27491
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Kingpin (Xatrix) TC (was: Sprite(sheets) from 3d models)
Yeah, Quake 2 was my introduction to 3D accelerated graphics too. I was already familiar with the game in non accelerated mode then I got my Voodoo card and I can honestly say it was one of the defining moments of gaming for me. There isn't much that beats it. Playing Doom for the first time (obviously) does though. 
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Cherno
- Posts: 1337
- Joined: Tue Dec 06, 2016 11:25 am
Re: Kingpin (Xatrix) TC (was: Sprite(sheets) from 3d models)
Another productive day comes to an end. I now have fully included replacements for the pistol, shotgun and chaingun, as well as the junkyard dog replaceing the demon enemy. I even managed to use decorate to alter some values of the dog, such as heigth and speed. Speaking of which, I'm not sure how the height value actually works... A zombieman has a height of 56, and I set the dog's to be 30 since he is about half human height, yet when I shoot above one it still hits him clearly.
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Cherno
- Posts: 1337
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Re: Kingpin (Xatrix) TC (was: Sprite(sheets) from 3d models)
I started working on this project a few days ago and have spent dozens of hours working on converting the first Skidrow map, as well as making sprites for the characters (which is a huge amount of work, but one third of the enemy models have already been converted to sprites). I also re-did my pistol and shotgun HUD spriteswith non-centered versions and smoother animations. The next thing I'll do is more enemy and NPC sprites which will take two to three days. Then comes the rest of the Skidrow map.
In the meantime, I have been thinking about the whole point of converting a portion of Kingpin to GZDoom. Is there any, considering that Doom is geared towards fast action with lots of enemies while Kingpin plays much slower and has some minor roleplaying and exploration elements to it? Almost every character in Kingpin is unique with a name, look and behavior that sets him or her apart in the endless slums and industrial wastelands this world consists of. I'll probably have to learn a lot more about ACS scripting so I can implement at least the money and shop (Pawn-o-matic) system, maybe even hireable NPCs similar to the Marines from Brutal Doom. I'd also like to make the maps larger with more hidden and not hidden areas; there are so many doors that could lead to abandoned apartments or dark basements. Who know what's in them? A stash of swag or some rabid, starving junkyard dog?
In the meantime, I have been thinking about the whole point of converting a portion of Kingpin to GZDoom. Is there any, considering that Doom is geared towards fast action with lots of enemies while Kingpin plays much slower and has some minor roleplaying and exploration elements to it? Almost every character in Kingpin is unique with a name, look and behavior that sets him or her apart in the endless slums and industrial wastelands this world consists of. I'll probably have to learn a lot more about ACS scripting so I can implement at least the money and shop (Pawn-o-matic) system, maybe even hireable NPCs similar to the Marines from Brutal Doom. I'd also like to make the maps larger with more hidden and not hidden areas; there are so many doors that could lead to abandoned apartments or dark basements. Who know what's in them? A stash of swag or some rabid, starving junkyard dog?
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kodi
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- Posts: 1361
- Joined: Mon May 06, 2013 8:02 am
Re: Kingpin (Xatrix) TC (was: Sprite(sheets) from 3d models)
I'd personally prefer a doom-ified to your taste/style interpretation of the Kingpin maps rather than straight up conversions of them. Same with the gameplay: it should perhaps be somewhere between Doom and Kingpin.
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Cherno
- Posts: 1337
- Joined: Tue Dec 06, 2016 11:25 am
Re: Kingpin (Xatrix) TC (was: Sprite(sheets) from 3d models)
The thing is, even though I have quite an effective "assembly line" for character sprites, there should still be some kind of scenario that makes sense; why are there dozens of thugs roaming around the streets that attack the player on sight? In Doom, it's Sci-Fi-Fantasy, there are demons and they come from hell, no further questions asked 
Edit: Here is a render of my assembly line for one model. Textures as well as weapons and accessories can be swapped out as needed.

Edit: Here is a render of my assembly line for one model. Textures as well as weapons and accessories can be swapped out as needed.

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kodi
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- Posts: 1361
- Joined: Mon May 06, 2013 8:02 am
Re: Kingpin (Xatrix) TC (was: Sprite(sheets) from 3d models)
You could get the sprite batch render plugin for blender you know.

You select which keyframe range you want rendered and it renders each one in 8 (or more) rotations.

You select which keyframe range you want rendered and it renders each one in 8 (or more) rotations.