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New UltraDoomVisor Graphics
Posted: Tue Dec 29, 2015 7:31 pm
by Lightsource
Re: New UltraDoomVisor Graphics
Posted: Tue Dec 29, 2015 7:41 pm
by wildweasel
Is there some chance you could scale down these screenshots? Full-size 1080p is a little excessive, both for bandwidth and scale.
Re: New UltraDoomVisor Graphics
Posted: Tue Dec 29, 2015 8:00 pm
by Max Dickings
I wish Reinchard2 would get back to you faster, no download is such a tease.
No but seriously it looks really good! UDV is my favorite add-on and I really hope I get to use it in time for V20B coming out soon!

Re: New UltraDoomVisor Graphics
Posted: Tue Dec 29, 2015 8:11 pm
by Lightsource
wildweasel wrote:Is there some chance you could scale down these screenshots? Full-size 1080p is a little excessive, both for bandwidth and scale.
Sure no problem. Changed the pics to 720 and added the 1080 with thumbnails.
Also I still need to modify the graphics in the mod for other resolutions, because I worked on the 1080 resolutions.
Re: New UltraDoomVisor Graphics
Posted: Tue Dec 29, 2015 8:43 pm
by wildweasel
Well, I kind of meant to ask if you could do that to your original post; adding the downscaled shots doesn't help the bandwidth problem. =P
Re: New UltraDoomVisor Graphics
Posted: Tue Dec 29, 2015 11:37 pm
by Lightsource
I've also been working on a new Hud based on the released gameplay of the new Doom 4. The problem is that I'm not really good at coding or modding, I'm just a graphic designer and Illustrator, so I would need a little help with this.
Here's a preview of the mod, this is not working, it's a composition in photoshop to see how could this work.
Thumbnail is in 1008
If someone is interested in helping out, I welcome it.
Re: New UltraDoomVisor Graphics
Posted: Wed Dec 30, 2015 12:52 pm
by Reinchard2
Wow, nice stuff here. About my permission - of course you have it.
Re: New UltraDoomVisor Graphics
Posted: Wed Dec 30, 2015 1:03 pm
by Reisal
Looks too bulky and too much is going on.
Re: New UltraDoomVisor Graphics
Posted: Wed Dec 30, 2015 3:03 pm
by -Ghost-
Very slick looking! I especially like how it's darker too, blends in better. The hi-res Doomguy face looks a little weird though.
Re: New UltraDoomVisor Graphics
Posted: Wed Dec 30, 2015 4:35 pm
by thonglover
This is fucking rad!
Re: New UltraDoomVisor Graphics
Posted: Wed Dec 30, 2015 7:32 pm
by RikohZX
Now if only there was a way to be able to 'fake' a 3D display by having it move with the view and such or jostle around on damage and such.
Re: New UltraDoomVisor Graphics
Posted: Wed Dec 30, 2015 8:41 pm
by Lightsource
Glaice wrote:Looks too bulky and too much is going on.
Well, it is still a preview made in photoshop, the displays should be smaller and with a better font. As for the graphics, the idea is that it looks like the real inside of the helmet, a little claustrophobic, I think it's a matter of taste. Still the graphics can change.
RikohZX wrote:Now if only there was a way to be able to 'fake' a 3D display by having it move with the view and such or jostle around on damage and such.
That was my original idea, that when the character moves the helmet moves up and down too.
Ok here is the download link of the original mod Ultra Doom Visor with my new graphics in widescreen and 4:3 along with the new Doomguy face made by Reinchard2.
https://www.dropbox.com/s/je0r1encyk2z6 ... aphics.rar
It shouldn't be any problems because it's the same mod, just delete the original "UDV_v1.61_A_BASE_GZDoomOnly.pk3" and use this instead.
I hope you guys enjoy it.
Re: New UltraDoomVisor Graphics
Posted: Wed Dec 30, 2015 9:17 pm
by thonglover
RikohZX wrote:Now if only there was a way to be able to 'fake' a 3D display by having it move with the view and such or jostle around on damage and such.
That would be great but due to doom's engine limts....Thaaat would quite a trick....But there's an old saying "Anything is possible"
Re: New UltraDoomVisor Graphics
Posted: Wed Dec 30, 2015 10:10 pm
by Woolie Wool
Lightsource wrote:I've also been working on a new Hud based on the released gameplay of the new Doom 4. The problem is that I'm not really good at coding or modding, I'm just a graphic designer and Illustrator, so I would need a little help with this.
Here's a preview of the mod, this is not working, it's a composition in photoshop to see how could this work.
Thumbnail is in 1008
If someone is interested in helping out, I welcome it.
One thing that almost certainly won't work is the angled/perspective fonts. Maybe with some extremely complicated ACS wizardry involving numerous different fonts of various sizes and proportions you could do it, but ZDoom doesn't allow for rotated or skewed text in general.
Re: New UltraDoomVisor Graphics
Posted: Wed Dec 30, 2015 10:39 pm
by Lightsource
Maybe making the "ammo" part a png, and the number as a font. Like this.
I'll continue to post updates on the graphics, as they come along.