Those models really look like they could use some artsy detail flavour and a funky lighting setup.Nash wrote:
Every modular player part asset has been rendered, this system is now complete. Ellie and Joel? =D
The WIP Thread
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Re: The WIP Thread
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Re: The WIP Thread
I'll do that in future. xD They don't even have any textures for now, just the material's diffuse colour.
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Re: The WIP Thread
:/Jaxxoon R wrote:No, Zelda.Dark-Assassin wrote:Link?
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Re: The WIP Thread
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.
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Re: The WIP Thread
Coded Arms was a damned stylish game. Shame about the sequel.
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Re: The WIP Thread
Spoiler: A nice pixelated fog with a flashlght, also what a bad looking abandoned factory
Spoiler: Pixelated fog doing great over White fogAnd the extra, my first shader thing for gzdoom

Spoiler: hmm found a door over the fog...WTF O_OEDIT:
Extra
Spoiler: Help, zandronum crashes with my map signature D:EDIT2:
@Graf, pls, support shaders for screen pos processing effects:D
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Re: The WIP Thread
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.wildweasel wrote:Coded Arms was a damned stylish game. Shame about the sequel.
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Re: The WIP Thread
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!
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Re: The WIP Thread
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
{
}
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Re: The WIP Thread
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!)
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!)
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Re: The WIP Thread
WOAH DUDE PIZZA


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Re: The WIP Thread
RADICALLY RETROSPECTIVE!
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Re: The WIP Thread
Things starting to pick up again.
Spoiler: