The WIP Thread

If it's not ZDoom, it goes here.
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: The WIP Thread

Post by Blox »

Nash wrote:Image

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.
User avatar
Nash
 
 
Posts: 17344
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: The WIP Thread

Post by Nash »

I'll do that in future. xD They don't even have any textures for now, just the material's diffuse colour.
User avatar
Dark-Assassin
Posts: 735
Joined: Thu Mar 19, 2009 3:40 am
Location: South Australia

Re: The WIP Thread

Post by Dark-Assassin »

Jaxxoon R wrote:
Dark-Assassin wrote:Link?
No, Zelda.
:/
User avatar
Captain Ventris
Posts: 4599
Joined: Mon Jul 31, 2006 4:25 pm
Location: St. Louis, Missouri

Re: The WIP Thread

Post 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.
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: The WIP Thread

Post by YukiHerz »

Image
Gonna have to re-rip that pistol for extra frames.
User avatar
wildweasel
Moderator Team Lead
Posts: 21585
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10 22H2, Win11 22H2, macOS 11.7
Graphics Processor: nVidia with Vulkan support

Re: The WIP Thread

Post by wildweasel »

Coded Arms was a damned stylish game. Shame about the sequel.
User avatar
ibm5155
Posts: 1268
Joined: Wed Jul 20, 2011 4:24 pm

Re: The WIP Thread

Post by ibm5155 »

Spoiler: A nice pixelated fog with a flashlght, also what a bad looking abandoned factory
Spoiler: Pixelated fog doing great over White fog
And the extra, my first shader thing for gzdoom :D, and heck, it was a pain in the ass to make that texture wiggle with only shaders
Spoiler: hmm found a door over the fog...WTF O_O
EDIT:
Extra
Spoiler: Help, zandronum crashes with my map signature D:
EDIT2:

@Graf, pls, support shaders for screen pos processing effects:D
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: The WIP Thread

Post 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.
User avatar
kodi
 
 
Posts: 1351
Joined: Mon May 06, 2013 8:02 am

Re: The WIP Thread

Post by kodi »

Image
muh graphical profile

Seriously though, standard doom-in-zdoom menus are pretty ugly and uncomfortable to me. :wub: marrub for the font tutorial, :evil: the time spent trying to find the right coordinates for where to draw the slider and marker graphics in a white void.
User avatar
Nash
 
 
Posts: 17344
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: The WIP Thread

Post 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!
User avatar
kodi
 
 
Posts: 1351
Joined: Mon May 06, 2013 8:02 am

Re: The WIP Thread

Post 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
    {
    }
User avatar
Nash
 
 
Posts: 17344
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: The WIP Thread

Post 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!)
User avatar
Skelegant
Posts: 1423
Joined: Sun Aug 03, 2014 2:38 am
Preferred Pronouns: She/Her
Location: All over the walls and floor of E2M8

Re: The WIP Thread

Post by Skelegant »

WOAH DUDE PIZZA
Image
User avatar
Captain J
 
 
Posts: 16859
Joined: Tue Oct 02, 2012 2:20 am
Location: A Year old Pizza Box

Re: The WIP Thread

Post by Captain J »

RADICALLY RETROSPECTIVE!
User avatar
Darsycho
Posts: 800
Joined: Sat Jul 05, 2008 1:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Location: Jackassia

Re: The WIP Thread

Post by Darsycho »

Things starting to pick up again.
Spoiler:

Return to “Off-Topic”