
What's more, I don't *think* a Disney timeline Doom mod has been done yet.
And the mod looks stunning. Very, very effective.
Spoiler:
The Scattergun looks like Franchi SPAS-12 (i know in the films, the blasters are modified from real-life firearms)Arvy wrote:
1. For the HUD and the scattergun which I envision as a replacement for the super-shotgun.
Yes, I plan to base it off SPAS.skyrish10 wrote: The Scattergun looks like Franchi SPAS-12 (i know in the films, the blasters are modified from real-life firearms)
Spoiler: ExampleCheers
Aha! Of course, impassable mid texture in the air - great solution. Thank you for the advice.Vostyok wrote:You'd do it through TEXTURES, that's the easiest way I've found.
Create a Flag graphic, add it to your wad, then add it to TEXTURES, then add the corresponding background to it. It's basically a new texture, but it's much less file size to create it as separate pieces, as opposed to just drawing it on a wall in photoshop. For tall walls like in your example, impassable mid tex is the way to go, but bear in mind that these will not show real time decals such as scorch marks from blasters, etc.
Sorry, here's the wiki page. It's harder to explain : https://zdoom.org/wiki/TEXTURES
Another option is to create actor definitions for each wall decoration (with, for example, the banner texture as the sprite), and give the actors the FLATSPRITE or WALLSPRITE flag. Place the actor in the map and align it with the wall, and voila!Arvy wrote:Aha! Of course, impassable mid texture in the air - great solution. Thank you for the advice.Vostyok wrote:You'd do it through TEXTURES, that's the easiest way I've found.
Create a Flag graphic, add it to your wad, then add it to TEXTURES, then add the corresponding background to it. It's basically a new texture, but it's much less file size to create it as separate pieces, as opposed to just drawing it on a wall in photoshop. For tall walls like in your example, impassable mid tex is the way to go, but bear in mind that these will not show real time decals such as scorch marks from blasters, etc.
Sorry, here's the wiki page. It's harder to explain : https://zdoom.org/wiki/TEXTURES
Spoiler: WIP
Huh, this might be interesting to try since I'm curious to test various new (well, new for me) stuff in Doom. Thanks!AFADoomer wrote:Another option is to create actor definitions for each wall decoration...
Thanks for the feedback.Cage wrote:This is shaping up very nicely! Keep up the good work.
One thing that bothers me a little is the low contrast of the textures, but it's consistent across your texture set and actually works pretty well in this sort of clean sci-fi setting so I don't see that as an error.