The goal of this project is to provide mappers everything they need to create authentically styled Quake II maps for GZDoom. It will eventually include every Quake II resource such as weapons, monsters, pickups, textures, sounds, etc. There is already some Quake II material spread around the web that could be used for GZDoom, but it is of varying quality and not everything in Quake II has been ripped before anyway. I want everything in a single file ready to go, so there will be minimal work a mapper will have to do outside of making maps. All assets such as monsters, weapons, pickups, etc will be models so this will NOT be software compatible. I don't plan on continuing the sprite version because it takes too much time and the completed file size would probably be several hundred megabytes. I have a somewhat limited schedule but I will try to have a new version released at least every two weeks.
VERSION 0.5.3 CHANGES
-Added weapon icon's to Normal HUD
-Added armor info to Normal and Fullscreen HUDs
-Added all normal armor
-Added all power armor
-Added power armor event handlers
PLANNED FEATURES FOR THE NEXT VERSION
-Added all health items
-Added event handler for mega health rot
-Added BFG10K projectile lights
-Simplified the machinegun's firing code
-Replaced all hitscan weapon's firing action function with a custom ZScript function for future flexibility
-Fixed some small issues with the weapon's behavior
-Reworked all coding from scratch (now relying on ZScript for support rather than Decorate/ACS hacks)
-Improved model interpolation for all weapons
-Added proper BFG 10K attack
-Added dynamic lights for weapon attacks and projectiles
-Added option to set the handedness of weapons on screen
-Removed armor, health, powerups, keys, misc items, and decorations
-Fixed animations for chaingun and hyperblaster
-Corrected scale of all models
-Corrected height and width of all actors
-Removed redundant options from the player options menu
-Added a few more textures
-Added marine corpse decorations
-Added player gibs
-Added gender specific player class sounds
-Added water sounds
-Added running sounds
-Minor improvements to the player class
-Added additional female player classes
-Added additional cyborg player classes
-Added crouch animations to the player class
-Added additional player classes
-Added jump animation to the player class
-Improved the silencer for the machinegun, chaingun, and hyperblaster
-Further simplified the weapon code
-Fixed HUD not displaying ammo amount when quad damage was activated
-Corrected player death height
-Corrected several model's heights
-Minor improvements to the player class
-Corrected damage types and resistances for all weapons and armors
-Fixed weapon projectile spawn heights
-Added initial version of the player class
-Added head bob style to HUD options
-Fixed missing OpenGL options
-Added button and switch sounds
-Added platform sounds
-Added door sounds
-Fixed several game breaking ANIMDEFS entries
-Recolored several textures to be more accurate
-Added animations for textures to ANIMDEFS
-Removed some duplicate textures
-Added several textures to the TEXTURES lump for cropping and resizing
-Corrected transparency for several textures
-Added Quake II textures
-Minor fixes to several actor sizes
-Cleaned up implementation of powerups
-Cleaned up weapon coding
-Fixed some grenade launcher issues
-Placeholder sprites removed
-Blaster pickup skin added (thanks goes to Enjay for providing the skin)
-Added all health pickups
-Fixed some minor weapon issues
-Increased laser travel speed by 20%
-Corrected some actors sizes
-Weapons can always be picked up regardless if the player already has it and maximum ammo for it
-Implemented Enjay's BFG10K brightmaps
-All weapon models are in a usable state
-All ammo models are complete
-All weapon sprites are in a usable state
-All ammo sprites are complete
-Basic Quake II style particle effects
-Weapons and items currently do not have editor numbers or SpawnID's (I'm going to wait until I have a testing map before giving anything editor numbers or SpawnID's)
-Weapons are not balanced around Doom monsters (the weapons are going to be balanced around Quake II monsters, which in general seem to have less health than Doom monsters)
You guys can use these resources for making maps, weapon packs, whatever you want. All I ask is to be credited for the sprite rips and any coding you don't change.
22alpha22 wrote:The first version of this will use sprites instead of models for compatibility with software mode. However when I finish everything, depending if people really want it, I may make a second model version using the groundwork from the sprite version.
Well, colour me not even slightly interested in the sprite-based version. Many of the Quake 2 resources have been made into sprite rips before and, almost without exception, they look pretty shitty. The blocky, low-poly models don't make a good starting point for ripping and so much of what little detail they have gets lost when converting them that they look horribly indistinct and just like what they are - cheap screen grabs that force the visuals into an unsuitable format.
However, colour me very interested in the model based version. Coincidentally, I had been musing about doing something similar myself just the other day. Then reality kicked in when I remembered how little time I have for Doom stuff due to real-life commitments ATM. A good editing resource with the Quake 2 models and textures in it would, I believe, be a great asset and something that would be fun to work with. The aesthetic of Quake 2 has always been very popular in the Doom community and being able to edit in that world, with the ability to produce a good-quality product but with the ease and familiarity of Doom editing would be most welcome.
If you are going for completeness, remember there are two official mission packs, each with some new content. There is also at least one pretty decent hi-res texture pack (which could form the basis of a HRP for this project) and a few of the models have been improved too. (The quality of the model improvements vary considerably. Some are actual improved model meshes and re-made skins. Others are just the old skins resized and put through a filter with no improvement to the model itself.)
It is, perhaps, also worth mentioning that, in my experience, going from a sprite-based actor to a model-based one often isn't that simple. Sure, if the actor is just a static decoration, then it's easy. If, however, it's something like an enemy, then a lot of it needs to be re-decorated from the ground up. The basic stats/flags/etc of the enemy are usually fine but the frame structure usually has to change dramatically (i.e. sometimes be thrown out and done from scratch) due to the model usually having far more frames and possibilities than a sprite. I'm not saying that it's impossible (far from it); just that using a sprite-based project to build a model-based one might not be the best way forward. But then, I've already nailed my colours to the mast and come out strongly in favour of a model-based version over a sprite-based one anyway.
Enjay wrote:Many of the Quake 2 resources have been made into sprite rips before and, almost without exception, they look pretty shitty.
That is one of the reasons I'm doing sprites, most of what has been done before doesn't look that great and I think I can do much better. My sprite rips are high resolution and every single frame from the models is used which makes for rather smooth animation. The only real issue so far is with the weapon alignment and behavior which isn't 100% complete yet.
Yes, the weapons do look very nice. Do you plan on similarly nice hi-res rips of the in-level models too (enemies, scenery items etc)?
Don't get me wrong, they are good rips and I do like the end result. However, it strikes me that ripping things to sprites like you are doing is a lot of work, will result in very large files and, ultimately, can be replaced with using the models natively with a much smaller file size. If it is going to be done this way for the in-level stuff too, then they will suffer from the paper-thin flatness of sprites etc.
Even with the good quality of your rips, I don't see me being particularly interested in a multi-multi-megabyte download when a much smaller model-based download would be a better end product (IMO) and actually be something newer and more interesting too.
But, hey, "more power to your elbow" as they say. If it's what you want to do and you're enjoying it, that's what counts and it looks like you'll get a decent set of rips out of it.
-The BFG 10K fires the BFG 9000's ball (this is because the BFG 10K fires a very complicated ball that attacks enemies close to it with laser beams as it flies and I'm not sure how to replicate it, assistance on this would be appreciated)
Perhaps having it as a friendly monster with no A_Chase that is moved externally, explodes in its Death, XDeath, and Crash states, and constantly spews something like A_RailAttack ever tick or so if it's close enough to enemies (or a stream of small FastProjectiles that are only shot within a certain range of a target, and automatically die after going slightly outside said range).
These resources are GLORIOUS, and models would be a huge bonus (for example, a proper reload and pump for Zrrion's centered Q2 SSG, the original intended upgraded SSG for X-Weapon). And now, a message the appropriate party will likely never hear:
Dammit, ZDevs (and Graf Zahl especially), when will you add A_BeamAttack? A hitscan that draws a visible line between the shooter and target? Is that really that hard?
Actually, in my opinion, doing high res screenshot rips of low poly models will only accentuate its roughness (ugliness).
It will get worse for animated actors (monsters) - with such crisp dimensions, you cannot get away with doing 4-frame walking animations anymore or it will just look horrible. So you will then be forced to render out more frames, and with that the file size and memory footprint of the entire thing will increase a lot (because of the increased dimensions of the sprites).
I'm seconding what Enjay said. If I were to be the author of this project, I would definitely go ahead and put my effort into converting the models right away (knowing that this is intended to be for GZDoom, so the software renderer is none of my concern) instead of having twice the workload (first with sprites, then later models)...
But hey, whatever you feel like doing! Just throwing my 2 cents in.
Hm. There is an extra weapon in the "Reckoning" mission pack (I think), which would also be very useful, if you could do it - it's called the "Plasma blast", as I remember. Well actually there are plenty of new weapons in "Reckoning", but 99% of them are useless crap, the "Plasma blast" is the only one which worths using.
As for models, you could use the Noesis software to convert Quake models into GZDoom-suitable ones.
Using Noesis for converting/porting copyrighted material is highly discouraged.
Also the weapons should never be placed in the lower right corner. The weapon models' origin are actually dead center. and you might want to rework all the sprites as they all do not suit Doom's vertical pixel aspect
I didn't expect that most people would want models instead of sprites, that is why I started with sprites. I will stop development of the sprite version for now and start the model version immediately. It is heartening to see people are very interested in Quake II resources, I'm really not sure why this hasn't been done before.
Well it's 2014 after all, and models DO look better than sprites. The sprites, while easy to made, have the nasty habit of looking extremely fugly when viewed from above or below, it doesn't matter if it's XY-billboarding or Y-billboarding.
Also, Quake II "Ground Zero" has the new guns and items, including the "Plasma blast".
I got the first set of pickups models into GZDoom without issue, however now that I've started on the weapons, I've run into a strange issue. For some reason GZDoom is mirroring the HUD weapons as if the player was left handed. In all the MD2 model viewers I open, the models display clearly as right handed. I'm not sure how to correct this issue, there doesn't seem to be any mirror options in MODELDEF.