[Release] SD3TII (no updates 01/03/12)
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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.
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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: SuperDoom3: Take II
Besides, that'd need a physics engine similar to Havok, which would REALLY screw stuff up, considering how odd DOOM's physics engine is.
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Re: SuperDoom3: Take II
Not really, since this mod is focused in monsters/weapons and the only environmental thing changed was the explosive barrel.printz wrote:Cool. Shouldn't the doors make Doom 3 sounds too?
Im not quite sure. I havent followed skulltag development at all. For what I see, the last version is 98c, which apparently is from July 11th; that's a quite big gap, considering this mod, I developed with the very latest SVN versions of GZDoom. Also, I kind of remember hearing skulltag was really behind with the features of (g)zdoom (not sure there); bottom line: I dont have a clue. I will try with 98c (unless there's a newer version somewhere) and if it doesn't crash, then I'll guess we're good.DOOMERO-21 wrote:looks great, i have a question well i noticed the gzdoom not support the change of the skin of the player when you change a weapon (but supported by skulltag) is really cool that feature is more real, well about this, the take II could be supported by skulltag or use some specific features of gzdoom??
Hmm... honestly, I cant tell if any part of that is sarcasm, though the last part seems likeSalad Viking wrote:Oh cool, this does a lot of things I did to my version. Use some brightmaps instead of full-bright sprites, though. And if you have some modeling software, I would suggest trying to get the real models in there instead of sprites. The music in that video is mega-cool, by the way

Still, about the fullbright: That's something I noticed too when I uploaded the video. There should be no full bright sprites since the "effect" is actually just a dynamic light, so, I have removed the fullbrights already. However, about the brightmaps, I dont know how to use them, since apparently my video card doesnt support whatever is needed for that. And about the models, Im much more of a code guy, and considering I made this mod in my spare time, I think Im fine with the sprites (that plus the fact I have zero experience working with models).
Finally, about the music, I do love it


...OK?Spleen wrote:Honestly, if you're worried about looks, I would worry about texture alignment before adding in any special effects. Look at the panel on the left of your first screenshot.
Just for clarification, is not because of the hi res textures (as DOOMERO-21 mentioned), but the actual alignment of the textures on the map. This mod contains no maps at all.
Anyway, thanks a lot for the feedback guys, and let me hope the final product wont disappoint.

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Re: SuperDoom3: Take II
To clarify DBT about Skulltag... It's missing Zdoom's v2.4 on up. It's WAAAAAY too far behind, in my opinion. People keep saying to try and support wads for it more and more due to some fan boys constantly nitpicking at me through MSN, but I find it more and more difficult to do at the moment since it's lacking that much.
Brightmaps are, shall I say, a very huge hassle to deal with... mainly because it can get frustrating trying to figure out how to work them for one (and I know how to work them).
Brightmaps are, shall I say, a very huge hassle to deal with... mainly because it can get frustrating trying to figure out how to work them for one (and I know how to work them).
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Re: SuperDoom3: Take II
that explain why a_changevelocity doesnt work yet on skulltag.......................Major Cooke wrote:To clarify DBT about Skulltag... It's missing Zdoom's v2.4 on up. It's WAAAAAY too far behind, in my opinion. People keep saying to try and support wads for it more and more due to some fan boys constantly nitpicking at me through MSN, but I find it more and more difficult to do at the moment since it's lacking that much.
Brightmaps are, shall I say, a very huge hassle to deal with... mainly because it can get frustrating trying to figure out how to work them for one (and I know how to work them).
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Re: SuperDoom3: Take II
About models, perhaps there should be a seperate file for that as an extra download.
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Re: SuperDoom3: Take II
Do GIMP filters exist to automate that process?Major Cooke wrote: Brightmaps are, shall I say, a very huge hassle to deal with... mainly because it can get frustrating trying to figure out how to work them for one (and I know how to work them).
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Re: SuperDoom3: Take II
It's called desaturate. Select the areas that you want to light up, desaturate, and raise the brightness and contrast. I make brightmaps for everything I do. Also note that brightmaps are optional. If you use the "disablefullbright" flag, then you can support both software and hardware.printz wrote:Do GIMP filters exist to automate that process?
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Re: SuperDoom3: Take II
Sounds fine, but, who has the models in the 1st place? I dont think said models exist, and as I said before, I have zero experience working with models, and of course, I have no tools for that at all.Sodahollic wrote:About models, perhaps there should be a seperate file for that as an extra download.
The brightmaps in this case wouldnt be practical. For the firing animations, I dont think any monster needs it, since none of them have sections of the sprites lightened due to the muzzle-flashes or similar. Where they could be helpful, would be on small stuff like bright eyes, but then, the issue would be that the amount of sprites per monster is quite big, and making brightmaps for each, would be too much.Salad Viking wrote:It's called desaturate. Select the areas that you want to light up, desaturate, and raise the brightness and contrast. I make brightmaps for everything I do. Also note that brightmaps are optional. If you use the "disablefullbright" flag, then you can support both software and hardware.
@Cooke: I figured. I tried skulltag (the latest official version) and it crashed very pretty. Many, many warnings arose about unknown function "frandom", and unfortunately, I really, really need that one for many of the "particle" effects. Several other issues arose, but with that I confirmed this mod wont work in skulltag anytime soon.
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Re: SuperDoom3: Take II
ok, gzdoom is much better becuase when i play on skulltag appear a message about my low yeld if my virtual memory but nothing happen when i play on gzdoom and i play more smooth...
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Re: SuperDoom3: Take II
Uhh, everyone who has Doom 3 has the models. What did you think, the monsters were rendered with sprites?DBThanatos wrote:Sounds fine, but, who has the models in the 1st place? I dont think said models exist, and as I said before, I have zero experience working with models, and of course, I have no tools for that at all.

Well, if no monster is lit up when they shoot, then take off the fullbright on their firing frames. Sorry to say it, but it looks awful. Or at least bind some yellow dynamic lights to those frames so it looks a little better - in GL, at any rate. As far as making brightmaps for the glowing eyes, it's fine if you don't do that. Eyes don't really glow anyways.DBThanatos wrote:The brightmaps in this case wouldnt be practical. For the firing animations, I dont think any monster needs it, since none of them have sections of the sprites lightened due to the muzzle-flashes or similar. Where they could be helpful, would be on small stuff like bright eyes, but then, the issue would be that the amount of sprites per monster is quite big, and making brightmaps for each, would be too much.
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Re: SuperDoom3: Take II
Of course I meant models already processed for use in gzdoom. I might be wrong here, but I dont think it would be as easy as getting a converter that would leave models all ready for gzdoom; at least some processes would be needed, and that's where I have no idea at all what/how to do.Salad Viking wrote:Uhh, everyone who has Doom 3 has the models. What did you think, the monsters were rendered with sprites?DBThanatos wrote:Sounds fine, but, who has the models in the 1st place? I dont think said models exist, and as I said before, I have zero experience working with models, and of course, I have no tools for that at all.And you don't need any experience with models to use them in GZDoom. Just get a tool to convert them to .md3s and you're good. No work required! I don't expect you to do this, of course. It was just a suggestion.
Yes, as I said in my previous post, I got rid of the full bright, because it's been using dynamic lights all along. And the eyes do glow in doom3.Salad Viking wrote:Well, if no monster is lit up when they shoot, then take off the fullbright on their firing frames. Sorry to say it, but it looks awful. Or at least bind some yellow dynamic lights to those frames so it looks a little better - in GL, at any rate. As far as making brightmaps for the glowing eyes, it's fine if you don't do that. Eyes don't really glow anyways.
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Re: SuperDoom3: Take II
thanatos exist a way to check if you use the supershotgun and you are so close to a monster the supershotgun is more efective killing with 1 shot? i remember on resurrection of evil you can kill with 1 shot a revenant or a archvile.
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Re: SuperDoom3: Take II
Or if you want, black-and-white-ing the image works just as well in like photoshop.Salad Viking wrote:It's called desaturate. Select the areas that you want to light up, desaturate, and raise the brightness and contrast. I make brightmaps for everything I do. Also note that brightmaps are optional. If you use the "disablefullbright" flag, then you can support both software and hardware.printz wrote:Do GIMP filters exist to automate that process?
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Re: SuperDoom3: Take II
Could someone explain how this is achieved? I've been trying to figure this out for some other uses... http://forum.zdoom.org/viewtopic.php?f= ... 90#p527247-Changed Flahslight and SoulCube function to pull out the last weapon used if the key is pressed again when the flashlight/cube is selected.
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Re: SuperDoom3: Take II
A_JumpIfCloserDOOMERO-21 wrote:thanatos exist a way to check if you use the supershotgun and you are so close to a monster the supershotgun is more efective killing with 1 shot? i remember on resurrection of evil you can kill with 1 shot a revenant or a archvile.