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In celebration of Doom eternal I thought I would make this mod for Ultimate doom which gives doom guy a helmet
to better match his appearance from the cover of the original doom box :
Im still very new to doom modding and im having issues making this mod into a .pk3 file
This is only v0.5 and I intend to continue updating and changing the mod.
Any input helps, Thank you.
I really like those graphics, however I think that the helmet gets destroyed too much with damage.
Seeing it get destroyed completely to the point of seeing Doomguy's face doesn't really look good in my opinion.
I think the helmet should remain intact and maybe get blood splatters/rust on it the more damaged it gets.
And the visor should get broken too, like in the 40-59% health state.
Other than that, good job with those sprites, I think I'm gonna start playing with this face from now on.
And also if you want to convert it to a .pk3 file, I could help.
This is how you can do it with SLADE:
Spoiler:
Create a new zip archive,
Create a new directory in the zip archive,
Name it "graphics",
Put all face graphics into the directory,
Save as a .pk3 file,
And that's it.
Great work. This is my favorite mugshot mod, so to speak.
I mostly use Crispy Doom as my sourceport of choice so, I was wondering if it'd be possible for you to make a dehacked version of this mod, so other folks, such as myself, can still use it even if they play on boom, limit-removing, or vanilla sourceports?
There's nothing to use DEHACKED for this. Nor do I think DEHACKED can modify hud elements. The images in the WAD are PNG, so they will have to converted over to Doom's native format. Which might lose some color detail (as it seems cowlicker is using some light blues for the visor, which may end up looking gray in Doom).
Adamast0r wrote:Thanks for the interest.
I just assumed it was possible on account of dehacked custom mugshots such as the one from D4V or REKKR.
It's absolutely possible - it just doesn't involve any Dehacked. They're just graphics; all that's necessary is making sure they're named the same as Doom's.
Adamast0r wrote:Do you know how could I make it compatible with limit-removing ports, for example?
You just need the graphics in a WAD file, named the same as Doom's, and in a format that all Doom ports recognize. SLADE can convert them to Doom Graphic Format easily, and handle palette conversion as well.
Adamast0r wrote:Do you know how could I make it compatible with limit-removing ports, for example?
You just need the graphics in a WAD file, named the same as Doom's, and in a format that all Doom ports recognize. SLADE can convert them to Doom Graphic Format easily, and handle palette conversion as well.
I figured out the graphics conversion in a newly created WAD, with your assistance. I'm just not getting how to circunvent the fact that the whole mugshot becomes grey.
Adamast0r wrote:I'm just not getting how to circunvent the fact that the whole mugshot becomes grey.
Doom-format graphics do not contain any color information; the color has to come from the PLAYPAL lump which comes from the IWAD. Just tell SLADE to use doom2.wad as the base resource archive and it'll find the palette in there.
Adamast0r wrote:I'm just not getting how to circunvent the fact that the whole mugshot becomes grey.
Doom-format graphics do not contain any color information; the color has to come from the PLAYPAL lump which comes from the IWAD. Just tell SLADE to use doom2.wad as the base resource archive and it'll find the palette in there.
I did it. Works with Chocolate Doom and all.
Only problem is an unwelcome blue dot on some sprites, and the fact that the visor's blue tint gets lost, and it becomes all grey.
The sprites in which the helmet's all trashed look just as good as the original version, though.