The WIP Thread

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Re: The WIP Thread

Postby Nash » Sun Jun 10, 2018 7:32 pm

Reposting for non-Discordians:



Courtesy quote:

leodoom85 wrote:WIP of a Heretic map....
Image
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Re: The WIP Thread

Postby leodoom85 » Sun Jun 10, 2018 7:48 pm

>This is Nash. I'm now inside Strut A of Shell 1...
>How are things?...
>We're in luck. Looks like there's a Heretic map posted here.
>What's the visibility?
>The dynamic lights of this area are functioning. I won't have to use the Bloom effect...


Just kidding. That effect looks really great man....
(check the Plant chapter intro of MGS 2 to get the reference)
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Re: The WIP Thread

Postby Pixel Eater » Sun Jun 10, 2018 8:59 pm

Nash wrote:
Hoo that's nice!
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Re: The WIP Thread

Postby Captain J » Sun Jun 10, 2018 11:21 pm

Oooh that is one beautiful water drips. And i can't wait for blood drip ones when damaged or dead. For bloody sure!
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Re: The WIP Thread

Postby jazzmaster9 » Mon Jun 11, 2018 9:37 am

Boss!! 
what do you guys think?
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Re: The WIP Thread

Postby Vostyok » Mon Jun 11, 2018 10:12 am

Looks awesome.

Although IIRC, Doomguy killed it the first time with headshots.

You'd save yourself a lot of time doing that rather than firing all your rockets into his crotch.

(lol jokes it looks really good)
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Re: The WIP Thread

Postby Captain J » Mon Jun 11, 2018 11:23 am

Looks basic and great, but he might need some dynamic entrance or extra attack patterns!
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Re: The WIP Thread

Postby GAA1992 » Mon Jun 11, 2018 6:26 pm

The only thing i know is that i want more Innocence X. It's a damn good (although raging hard for me, sometimes) series of maps. :D
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Re: The WIP Thread

Postby Marisa Kirisame » Wed Jun 13, 2018 8:19 am

Already mentioned this on Discord and on my Twitter, but I've been attempting to do a Blender export plugin for UE1 vertex meshes.
Image
So far it seems to work.
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Re: The WIP Thread

Postby TrebbyTrebuchet » Wed Jun 13, 2018 6:52 pm

Progress with the first map of my TC:
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Re: The WIP Thread

Postby RockstarRaccoon » Thu Jun 14, 2018 1:13 am

jazzmaster9 wrote:Boss!! 
what do you guys think?

It looks like you're shooting him in the crotch, which makes no sense, seeing as he's just bones. Maybe you should Implement a system so that is not what is happening? Other than that, I like how this doesn't seem to immediately devolve into standing behind a pillar or something and playing peek-a-boo...
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Re: The WIP Thread

Postby MartinHowe » Thu Jun 14, 2018 3:50 pm

Better reactor room physics
fv.jpg
Technology vs monsters!
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Re: The WIP Thread

Postby Trusty McLegit » Thu Jun 14, 2018 5:00 pm

Marisa Kirisame wrote:Already mentioned this on Discord and on my Twitter, but I've been attempting to do a Blender export plugin for UE1 vertex meshes.
Image
So far it seems to work.

From a modeler/modders perspective is there much or any difference in working with UE1 vertex meshes and md3?
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Re: The WIP Thread

Postby Nash » Thu Jun 14, 2018 5:30 pm



More of those Daggerfall-ey paper doll stuff! Everything works now, your equipment status is now fully reflected on the paper dolls screen and also on your in-world Actor.

Spoiler: "VERY NSFW!!!"
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Re: The WIP Thread

Postby Marisa Kirisame » Fri Jun 15, 2018 6:37 am

Eh, currently the main things that difference .3d from .md3 are:

1. Face data and vertex data (of all frames) are in separate files.
2. You can have per-face render styles (plus additional flags, such as "flat shaded", "no texture smoothing" or "environment mapping").
3. It has no concept of groups (or surfaces as md3 calls them), texture indices are set per-face, and the limit is 256, rather than the surface limit of 32 in MD3 (UE1 itself can only handle 9 individual texture indices though).
4. One vertex can have multiple UVs, since they're set per-face too.
5. There are no tags. The only thing available for attachment is the "weapon triangle" flag that can be set to at most one face. (I go into more detail about this in the plugin documentation)
6. There are no embedded normals, they have to be calculated on mesh load.
7. The standard vertex format has 11 bits of precision for X and Y, and 10 for Z. This causes some noticeable precision loss (wobbly vertices), though not as much as MD2. However, there is an alternative vertex format, which Deus Ex uses, that has the same exact 16 bits per component precision as MD3 (I didn't add this yet to GZDoom since I didn't have any existing meshes in that format to test, but I'll try to get it in now).
8. UVs are bytes, so that's also very limiting in precision for texturing. Bear in mind this format is for an engine that initially couldn't handle textures larger than 256x256, so it makes sense.
9. Other limits: 65535 triangles, 65535 animation frames, 16383 vertices in standard format, 8191 vertices in deus ex format. XYZ for vertices is in the range -32768 to 32767 (in the blender plugin this currently translates to "-1 to 1")

Oh yeah, and I guess I can link the plugin, here.
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