Temple of the Ancients: Redux
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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.
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.
Temple of the Ancients: Redux
I've been working on giving a face-lift to an old project of mine by the name of Temple of the Ancients. It was developed at a time when ZDooM did not yet support slopes, much less "true" 3D architecture. Using the original 5 map set as a base, I have been adding GZDooM features extensively, including 3D structures when warranted, translucent water, sloped sectors, models, snow effects, oversize (hi-res) textures, etc.
I've completed the first of 2 (and perhaps 4) new maps to be added to the set. It is called "Under the Shadows of Starfrost", and is a snowy terrain with a cathedral at its center. The next map is also on snowy terrain, but will mostly consist of a massive castle. The map is named "In the Castle of the Winter Moon". Anyway, on to the screenshots:
I've completed the first of 2 (and perhaps 4) new maps to be added to the set. It is called "Under the Shadows of Starfrost", and is a snowy terrain with a cathedral at its center. The next map is also on snowy terrain, but will mostly consist of a massive castle. The map is named "In the Castle of the Winter Moon". Anyway, on to the screenshots:
Re: Temple of the Ancients: Redux
Adding some more screenshots, as 3 is the limit per post:
Re: Temple of the Ancients: Redux
Final screenshot for today:
Also, for a look at the original maps before and after adding GZDooM features, visit DooM Nexus
Also, for a look at the original maps before and after adding GZDooM features, visit DooM Nexus
- Patriot1776
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Re: Temple of the Ancients: Redux
Ahh, thank you much for redoing this mapset! I enjoyed Temple of the Ancients a long time ago!
- wildweasel
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Re: Temple of the Ancients: Redux
I am very excited to see what becomes of this.
(And I'm sorry I bailed on doing the weapons. =P)
(And I'm sorry I bailed on doing the weapons. =P)
Re: Temple of the Ancients: Redux
Egad! As I feared, those bench models desperately need some light sourcing done on the skin (and perhaps a better base skin texture - the red wood looks a bit fresh and new for the setting). I'll dig out Leilei's tutorial and try a bit of light sourcing in Blender. I'll send you a PM with a new file.
I can't really tell from the screenies but if you think any of the other models are really suffering from lack of light sourcing, let me know. However, from what I remember of them, most will require a bit of "unwrapping" of the UV map so I hope that it won't be too many of them.
The bench models may also be suffering from a problem inherent in using models under 3D floors. A model under a 3D floor will take its light sourcing from what ever light value is above the 3D floor, not under it. If that is the case, and if the light level above the 3D floor is brighter then under it, you can ameliorate the situation by darkening the skin image in an image editor.
I can't really tell from the screenies but if you think any of the other models are really suffering from lack of light sourcing, let me know. However, from what I remember of them, most will require a bit of "unwrapping" of the UV map so I hope that it won't be too many of them.
The bench models may also be suffering from a problem inherent in using models under 3D floors. A model under a 3D floor will take its light sourcing from what ever light value is above the 3D floor, not under it. If that is the case, and if the light level above the 3D floor is brighter then under it, you can ameliorate the situation by darkening the skin image in an image editor.
Re: Temple of the Ancients: Redux
Never too late to jump back in. Heh.wildweasel wrote:(And I'm sorry I bailed on doing the weapons. =P)
The new, light-sourced models are a vast improvement. Not sure if you can tell in the following screenshots, but in-game they are definitely better:Enjay wrote:I'll send you a PM with a new file.
[I ended up using a different skin for the church benches than the one seen in the screenshots above. But I didn't want to go back and take more screenies.]
The only ones that could benefit from any light sourcing are the gravestone & cross set of models (take a look at the cross in screen pic 2 in this post). But I'm not too concerned about the lack of light sourcing, particularly when seen in the snowy outdoors.Enjay wrote:I can't really tell from the screenies but if you think any of the other models are really suffering from lack of light sourcing, let me know. However, from what I remember of them, most will require a bit of "unwrapping" of the UV map so I hope that it won't be too many of them.
Re: Temple of the Ancients: Redux
Alrighty, PM sent with light sourced (and repaired) stone grave/cross models and another couple of attempts at a skin for the church bench.
Re: Temple of the Ancients: Redux
I was about to complain about the non-baked chairs but it looks like Enjay has it covered already. :D
EDIT: May I know where are the pine (?) tree models from?
Loving the architecture and textures in these screenshots! Good work Rex (and Enjay)!
EDIT: May I know where are the pine (?) tree models from?
Loving the architecture and textures in these screenshots! Good work Rex (and Enjay)!
Re: Temple of the Ancients: Redux
The new crosses are (quasi-blasphemy to follow) freakin' bloody awesome!Enjay wrote:Alrighty, PM sent with light sourced (and repaired) stone grave/cross models and another couple of attempts at a skin for the church bench.
I've inserted the new church bench skin, but the change is quite subtle and my old eyes may not be capable of discerning the difference. I do like the skin, however. Pic showing more details of the bench.
Developed by Latteh, and found here. Enjay did quite a bit of clean up on those (and other) models.Nash wrote:EDIT: May I know where are the pine (?) tree models from?
On a side note, maintaining a list of credits for all the resources being borrowed for use in this game is a separate task in its own right. That's how I was able to find the pine tree reference so quickly.
Thankee, kindly.Loving the architecture and textures in these screenshots! Good work Rex (and Enjay)!
Re: Temple of the Ancients: Redux
Looks like a 2001 game to me, great work, maybe add some fog and sector colours to make it more realistic, i think a grey/white fog would do the job, while for the sector color i'd use a light blue just to get the "night" feeling
Re: Temple of the Ancients: Redux
Glad you like 'em.ReX wrote:The new crosses are (quasi-blasphemy to follow) freakin' bloody awesome!

If you think that any of the others should be done, let me know. The simple gravestones (etc) may not need it but if you think something looks bad, it's better to get it right IMO - especially if it can be done without too much effort. As I said elsewhere, my guess is that whichever engine these models were originally intended (Source Engine?) can probably do something cunning with the lighting at run time. So whoever made the models wouldn't have had a need to "bake" lighting onto the skin. However, in GZDoom it can, as you've seen, make quite a difference.
Well, you seem to like the reddish wood so I didn't want to change it too much. I just toned it down a little.ReX wrote:I've inserted the new church bench skin, but the change is quite subtle and my old eyes may not be capable of discerning the difference. I do like the skin, however. Pic showing more details of the bench.

BTW, I should have said, I really like the look of the first shot in your first post. It's very atmospheric and quite believable as a place that could exist. Very seasonal too, (even if we haven't really had any snow here (yet), other than a little flurry back towards the end of November).
Re: Temple of the Ancients: Redux
If you remember the original ToTA, I was going for a realistic look throughout, and I've tried to be consistent in that regard with the new map(s). The castle I'm working on for the Map07 slot will be very realistic too. I abandoned the original bitmap textures I had created (based on the ice/snow textures you'd sent me) and created a whole new set of hi-res, jpeg format, ice/snow textures. You'll get to see them when I post screenshots with the WIP of Map07.Enjay wrote:.... I really like the look of the first shot in your first post. It's very atmospheric and quite believable as a place that could exist.
Meanwhile, here's what the light-sourced crosses look like:
And here in the US you've probably heard in the news about one snow storm after the next passing through the continent. Not to mention record-setting low temperatures.Enjay wrote:Very seasonal too, (even if we haven't really had any snow here (yet), other than a little flurry back towards the end of November).
The map incorporates a snowfall effect, based on Jon Washburn's excellent code, which I believe lends more to the atmosphere than fog. Moreover, the effect I was going for was a crisp, clear, and very cold night; fog would completely detract from the desired effect. But thanks for your suggestion.batandy wrote:.... maybe add some fog and sector colours to make it more realistic, i think a grey/white fog would do the job, while for the sector color i'd use a light blue just to get the "night" feeling
Re: Temple of the Ancients: Redux
Map07 now almost complete.
Information and 6 new screenshots at DooM Nexus.
On to Map08 in a little bit.
Information and 6 new screenshots at DooM Nexus.
On to Map08 in a little bit.
Re: Temple of the Ancients: Redux
Just to prove that this project is not DITW*, here are a couple more screen pics:
More information & pics at DooM Nexus
* Dead in the water
More information & pics at DooM Nexus
* Dead in the water