I also saw some CONFONT appearing when I picked up items, without the green border and box that it used to have. Is this intentional?JonnyFive wrote:CONFONT is replacing the fonts for skill selection, class selection, and hint selection, yes. Previously the font lump for the main title and what-not was blanked to prevent some inconsistencies in the menus, but it was changed to have everything match up when the class selection was added. The big font actually used for chapter titles should be fine, as should the small and HUD fonts. If you notice any instances of CONFONT that look out of place other than in the menus, please let me know so I can fix it.Woolie Wool wrote:Many of the fonts don't work for me anymore and are rendering as CONFONT in this new build.
[RELEASE] Cold As Hell: Special Edition (final version!)
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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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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
That's intentional. I wanted to make the messages a pit less obtrusive, so the border is only there for weapons (which only shows up the first time you get a weapon) and a couple critical items (the explosives and detonator).
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
JonnyFive, about your flag - is the pole part of the model, or is it just a tall sector?
I don't have an MD3 importer for Max so I can't really check the scale of your model... think you can export it as .3DS for me so that I can make an accurate reconstruction?
I don't have an MD3 importer for Max so I can't really check the scale of your model... think you can export it as .3DS for me so that I can make an accurate reconstruction?
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
The pole is not part of the model, it's part of the level structure. It's more flexible that way as it allows the same flag to be on different heights of flagpole (or even raised or lowered up and down the pole if needed). Whether either of those features have been used in CaH or not is another matter.
Also, for info, the origin of the model is, I think, pretty close to the point where is "attaches" to the flag pole, rather than somewhere near the middle of the flag.
Also, for info, the origin of the model is, I think, pretty close to the point where is "attaches" to the flag pole, rather than somewhere near the middle of the flag.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Ah, I see. In that case, my job would be much easier. I'll just export the cloth, and if the scale is wrong, I'm sure JonnyFive can scale it accordinly in MODELDEF. :D
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Like Enjay said, it's not part of the model. The waving flag actually has it's origin somewhere near the middle, but I'd much prefer the origin to be at the base of the flag so it'd be easier to align. If you send me the animated model, I'll do what I need to in order to scale it appropriately in the model definition. I'll hold on putting up the final release until you're done with the model, since it's a huge bonus to have.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Ran into a brick wall. :/ I can't figure out how to make the waving animation loop seamlessly.
I've spent the last hour Googling for tutorials... found one, a video tutorial. Downloading now... hopefully the problem will be solved soon. Can't wait to upload the new flag.
EDIT: GAH! The tutorial is not for Max. I guess I'll ask for help on the Polycount boards.
I'm too tired to go on. It's past my bedtime here. I'll post for help and check for replies the next morning...
I've spent the last hour Googling for tutorials... found one, a video tutorial. Downloading now... hopefully the problem will be solved soon. Can't wait to upload the new flag.
EDIT: GAH! The tutorial is not for Max. I guess I'll ask for help on the Polycount boards.
I'm too tired to go on. It's past my bedtime here. I'll post for help and check for replies the next morning...
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
My bad. I just remembered that when I imported the model into Milkshape, Milkshape moved the origin (as it usually does) and it was me who aligned my attempt in the way that I described. Because of the way Milkshape imports things, I realise now, that, actually, I had no idea where the origin was with the original model in CaH.JonnyFive wrote:The waving flag actually has it's origin somewhere near the middle, but I'd much prefer the origin to be at the base of the flag so it'd be easier to align.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
I put the origin in the proper place for the hanging flag, but I was too lazy to go back and fix the waving one.
It's a real pain in the ass to align something with an illogically placed origin point, let me tell you.
It's a real pain in the ass to align something with an illogically placed origin point, let me tell you.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
I seem to get most creative with my projects at night... usually too late, but at least then i get stuff doneNash wrote:I'm too tired to go on. It's past my bedtime here. I'll post for help and check for replies the next morning.
Back on topic, how is the flag done? If i look at automap I see something like a linedef there which moves like the flag, the only thing i could think of is a polyobject, but since when could we do something move like that and be a linedef thin? Looks good though.
Not sure about the linedef thingy maybe i remember wrong?
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
It's a flat 3d model that animates with some random variation. When Nash finishes his work, it'll be a much better 3d model.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
I was quite pleased with the use of models in CAH generally. Although I spotted them as I went through, the quite simple nature of the chair (etc) models and their skins meant that many of them could almost be confused with sector based level architecture made from 3D floors. I thought that worked pretty well in the context of this project.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
http://nash.wanzafran.com/doomstuff/flag.pk3
I have concluded that there is no autmated way to make the simulation loop seamlessly so manual keyframing was the only way. If you look at it from some angles, you can see the interpolation going on, but if you glance at it quickly, you might not notice it. I don't know - tell me what you think?
Let me know if you want me to tweak it further.
BTW you don't need the PNG. It's basically the same that's in your PK3. Copying over just the MD3 should be fine.
EDIT:
Baked shadows into the wooden chairs because I thought they looked too flat. It was a quick test, hence the low res skin. If you want, I can go over all of the models and bake shadows into them so that they have more lighting depth (and of course make the skins have a higher res)...
http://nash.wanzafran.com/doomstuff/chair.pk3
I have concluded that there is no autmated way to make the simulation loop seamlessly so manual keyframing was the only way. If you look at it from some angles, you can see the interpolation going on, but if you glance at it quickly, you might not notice it. I don't know - tell me what you think?
Let me know if you want me to tweak it further.
BTW you don't need the PNG. It's basically the same that's in your PK3. Copying over just the MD3 should be fine.
EDIT:
Baked shadows into the wooden chairs because I thought they looked too flat. It was a quick test, hence the low res skin. If you want, I can go over all of the models and bake shadows into them so that they have more lighting depth (and of course make the skins have a higher res)...
http://nash.wanzafran.com/doomstuff/chair.pk3
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Despite what I said above about the models, that was one thing I meant to mention. However, I was in class and some people were actually expecting me to help them with their work, so I cut my post short.Nash wrote:Baked shadows into the wooden chairs because I thought they looked too flat.
Yeah, I thought a bit of shadowing would have helped. With the way things were, the models were uniformly lit all over and they really should have been darker underneath etc so, although I can't test it ATM, I think Nash's suggestion is a good one.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Good work with the models, though you might want to make the chair not rendered from the inside, so it could save up a little bit of performance. The flag's animation is pretty good but there seems to be a part where it kinda shakes for a second, unnaturally.