DoomStorm (v0.92 March 2017)
Forum rules
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.
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.
-
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: [WIP] DoomStorm (New trailer p.1)
The most pointless video ever.
-
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: [WIP] DoomStorm (Quick Poll page 1)
Little poll in page one. Votes would be appreciated as I cant make up my mind D:
-
- Posts: 873
- Joined: Fri Jul 03, 2009 1:47 pm
Re: [WIP] DoomStorm (Quick Poll page 1)
In my opinion, the second cycle looks better, but I guess you should keep the muzzle flash static.
-
- Posts: 2599
- Joined: Tue Nov 29, 2005 4:37 am
Re: [WIP] DoomStorm (Quick Poll page 1)
Even with the choppy animation, the first one looks better if only because it appears more realistic. Is there no way to combine both animations?
-
- Posts: 2425
- Joined: Tue Apr 13, 2010 4:47 pm
- Location: Behind You
Re: [WIP] DoomStorm (Quick Poll page 1)
Weapons need more knockback. Oh and I am fine with choppy animations, if only they are animated enough and not heavy with offsets.
-
- Posts: 427
- Joined: Fri Dec 07, 2007 1:47 am
- Location: Southtown
Re: [WIP] DoomStorm (New trailer p.1)
I've been intending to do it myself on release and send the stuff back to you.DBThanatos wrote:Yeah. Though now you just made me go all paranoid of where I can use offsets to improve the animations, at least a little.
-
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: [WIP] DoomStorm (Quick Poll page 1)
Is a tough call.
@Snarboo: Is not directly possible to do both, mostly because the flash is bound to move with the weapon when using offset(). I could manually do them all through TEXTURES and keep the muzzle the same, but to be honest, that's something Im not willing to do, as I dont really have the patience to work with TEXTURES.
I have been working with the offsets for the headhunter, and I got some weird animation that looks smooth indeed, though Im not entirely conviced of the result. I'll keep on working on this and see how it turns out. However, the poll contradicts the actual feedback i've got in here and in the video itself
@Snarboo: Is not directly possible to do both, mostly because the flash is bound to move with the weapon when using offset(). I could manually do them all through TEXTURES and keep the muzzle the same, but to be honest, that's something Im not willing to do, as I dont really have the patience to work with TEXTURES.
I have been working with the offsets for the headhunter, and I got some weird animation that looks smooth indeed, though Im not entirely conviced of the result. I'll keep on working on this and see how it turns out. However, the poll contradicts the actual feedback i've got in here and in the video itself
-
- Posts: 2599
- Joined: Tue Nov 29, 2005 4:37 am
Re: [WIP] DoomStorm (Quick Poll page 1)
TEXTURES isn't that difficult to work with if you use SLADE3's visual TEXTURES editor, but it can be frustrating at times if you're not familiar with how it works.
-
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: [WIP] DoomStorm (Quick Poll page 1)
Didnt know SLADE had such a thing. But indeed, I consider it too much work for too little gain. One thing I've been noticing, the actual flash lasts only 5 tics (one tic per frame), so the movement is not that bad. I might indeed go with the 2nd option of the poll, and keep doing it through offsets.
That is unless anyone is willing to create some smooth animations through textures, in which case Im all for it
That is unless anyone is willing to create some smooth animations through textures, in which case Im all for it
-
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: [WIP] DoomStorm (Quick Poll page 1)
And again, I have another comparison.
First part has no offsets. Second has offsets animation.
Be the judge.
First part has no offsets. Second has offsets animation.
Be the judge.
-
- Posts: 743
- Joined: Sun Feb 05, 2006 9:23 am
- Location: In the middle of Stephen King Territory
Re: [WIP] DoomStorm (Quick Poll page 1)
The second part looks much better. I can't even tell that the muzzle flash is moving, to be honest.
-
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
Re: [WIP] DoomStorm (Quick Poll page 1)
Yeah, the second part looks much better. The second part for the screamer also looks better IMO.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [WIP] DoomStorm (Quick Poll page 1)
Count me as a supporter of method 2. Very nice.
-
- Posts: 2599
- Joined: Tue Nov 29, 2005 4:37 am
Re: [WIP] DoomStorm (Quick Poll page 1)
Second most definitely.
-
- Posts: 873
- Joined: Fri Jul 03, 2009 1:47 pm
Re: [WIP] DoomStorm (Quick Poll page 1)
The second one.