printz Posted November 12, 2017 I managed to make my first Doom 3 static model. Yay! I used Blender to work on a .blender file and downloaded a small plugin to export it as .ase (3dsmax format) for Doom 3. What I learned from it: Setting up Blender "materials" (different materials than those from Doom 3!) with "textures" feels a bit clunky but does its job. They will use the UV map information you set with the U key on the meshes in edit mode. Do NOT rely only on the user-friendly textured display; some materials with textures must be setup in their tabs on the right pane. Luckily it becomes intuitive soon. Furthermore, read how Doom 3 hacks its way into recognizing the .ase format on id's Doom 3 development guide. It involves some file system engineering... The model can still be divided into logical objects before exporting. In fact this is almost always recommended, because... ...for .ase at least, material references can only be applied per entire objects. One object can't have separate textures for parts of its mesh. Some .ase export scripts, like the one I use (luckily Python and thus serviceable) produce a format Doom 3 doesn't understand, so I have to edit them to work. Blender's only quirks are the different key/mouse bindings compared to DarkRadiant (bug-fixed Doom 3 editor) and the somewhat poor file open/save UI. Otherwise it seems remarkably stable, capable and luckily with the Internet, also extensively crowd-documented. The torch is classic Doom inspired. I'll probably put more detail or fix its textures a bit. I realized it looks like a screw, maybe I'll either take advantage of this look, or change it. And I'll likely create variations of this, so it doesn't look like copy-paste. 13 Share this post Link to post
Dragonfly Posted November 12, 2017 Looks pretty awesome @Not Jabba. Interesting that the fountain isn't frozen, I guess it's heated? :P 1 Share this post Link to post
Not Jabba Posted November 13, 2017 50 minutes ago, Dragonfly said: Looks pretty awesome @Not Jabba. Interesting that the fountain isn't frozen, I guess it's heated? :P You can't really tell in this screenshot, but I'm going for a mix of water and ice throughout. The level is partially frozen but not entirely. 2 Share this post Link to post
Gez Posted November 13, 2017 Flowing water doesn't freeze easily! https://phys.org/news/2011-11-supercool-doesnt-.html 6 Share this post Link to post
Jimmy Posted November 13, 2017 6 hours ago, Tango said: gorgeous island map Is it weird to want to live in a Doom map? 3 Share this post Link to post
BigDickBzzrak Posted November 13, 2017 (edited) FIREBLU Screen Of Death! (I demand the worst pun cacoward, now) 21 Share this post Link to post
valkiriforce Posted November 13, 2017 Curse of Blood, MAP03 Curse of Blood, MAP04 Curse of Blood, MAP10 17 Share this post Link to post
printz Posted November 13, 2017 (edited) Improved the torch a bit so it looks more like the one from Doom and less like Mickey Mouse. Now it looks like something fitting in Heretic :D Maybe I can turn it into a magical weapon :) 11 Share this post Link to post
valkiriforce Posted November 14, 2017 Well, as best as I could manage it, I decided to try and put Solid Snake in Doom next: 8 Share this post Link to post
Zanieon Posted November 15, 2017 21 hours ago, valkiriforce said: Well, as best as I could manage it, I decided to try and put Solid Snake in Doom next: I delayed a bit to notice you mean the player's sprite because man... this picture worships Deimos for sure. Btw, i have old things to show out here: Spoiler And few screenies from my campaign in Doom 2016 SnapMap: Spoiler 20 Share this post Link to post
SuperCupcakeTactics Posted November 15, 2017 27 minutes ago, Zanieon said: Btw, i have old things to show out here: Wow! Is that supposed to be like a Knights of The Old Republic city? Anyway it looks pretty coooool 0 Share this post Link to post
Tristan Posted November 15, 2017 I love how a Hexen format map is making Doom '16 actually look kinda bad. 4 Share this post Link to post
Zanieon Posted November 15, 2017 @SuperCupcakeTactics Thanks! That is a typical Industron map, a visual style i created towards 2011 after being stunned by Tron: Legacy and mixed that awesome visuals with Industrial pieces. I know many people dislikes Techbases, but what about Ultra-Techbases? @Eris Falling Nah, Doom '16 is actually nice in the Lazarus Labs theme since it starts use lightstripes like those i did as fine detailing. 1 Share this post Link to post
Marcaek Posted November 15, 2017 (edited) I'd love to see the industron theme for some singleplayer maps. It's a shame the CTF maps are just too big or too plain for anyone to be interested in, they look neat anyway. 2 Share this post Link to post
Zanieon Posted November 15, 2017 @Marcaek You made me search for Doom Reinforced Mapset here, and seems in the oblivion of my memory, the last 2 Industron screenshots i posted here is there, have you tried any of the maps there anyway? Can't complain about not having SP/Coop maps in this style atm :P And currently a fresh new one is being made, i just halted it for some months but it is back to activity now and hopefully i'll finish it by this month or December. 0 Share this post Link to post
Tango Posted November 15, 2017 hot damn Zanieon that looks gorgeous. I would love to see a single player map like that, looks absolutely beautiful 3 Share this post Link to post
lupinx-Kassman Posted November 15, 2017 (edited) On 11/5/2017 at 7:04 AM, AtroNx said: Playing around with AA textures, really loving them. :> (Heh, yes, I've got heavily inspired by lupin-Kassman's map. :p) Looks awesome! Its super heartwarming to see maps inspired by map24's theme. It looks nice and spacious too =) On 11/5/2017 at 9:54 AM, Fuzzball said: They look nice but for god sake fix that sky lol The lighter blue just doesn't go with the clouds :P The skies I made before being palletized to AA's color scheme might be slightly more cohesive in this regard, if AtroNx doesn't mind using a port that supports truecolor: Though I personally am fine with the palletized version. Another optimization that may help should you decide to use the CLD* textures, would be to instead convert them to sprites. They still would work best only at certain angles, but it would help sell them a little more if they follow the player's eye. Edited November 16, 2017 by lupinx-Kassman : First sky had a vertical line of missing pixels in the middle. 15 Share this post Link to post
printz Posted November 15, 2017 I've started adding areas to the map. So far it reminds me of Quake a lot. I suppose stupid UAC technician zombies won't fit in such a map. I wonder if anyone has made a Shambler monster for Doom 3 (or was it just that map called Shambler's Castle...) 8 Share this post Link to post
Gez Posted November 15, 2017 There is a shambler acting as the boss of shambler's castle. 0 Share this post Link to post
dobu gabu maru Posted November 16, 2017 On 11/12/2017 at 11:58 PM, rdwpa said: You are one of those mappers that I have no clue what you are doing at any point in time. 7 Share this post Link to post
printz Posted November 16, 2017 I'm tempted to carve some Martian Doomguy drawings on those clay mounds... 4 Share this post Link to post
ukiro Posted November 16, 2017 printz, I get that you're excited about this project but maybe the progress vs screenshot balance can do with a bit of tweaking. 3 Share this post Link to post
Dragonfly Posted November 16, 2017 I've no issue with one-a-day posts myself, but maybe when there's a little bit more than (below) to show for it ;) 6 Share this post Link to post
NeedHealth Posted November 17, 2017 Those trees looks out of this world. 0 Share this post Link to post
printz Posted November 17, 2017 (edited) 3 hours ago, Tango said: yall trying to scare him away or what? Well, they did. I'll try to keep it to myself on next occasions. Can't progress much when all I have is 2 hours per evening. Stock textures are limited (decorations severely so), so I need to make do with them until I make new assets. I deliberately start low detailed and repetitive so I can change the layout later easily. I really like when I make something that I thought was daunting for me. Or when I put in practice something I just learned. I feel the need to communicate what I do. 4 Share this post Link to post
Empyre Posted November 17, 2017 @printz Please continue posting pictures here. That's what this thread is for. Just post them less often, when you have major changes to show off. 3 Share this post Link to post