StormCatcher.77 Posted November 28, 2019 Sector 7 of Doom RPG Remake: Spoiler 34 Share this post Link to post
elend Posted November 29, 2019 This looks extremely awesome. Love this style. 2 Share this post Link to post
Octillion Posted November 29, 2019 This is probably the best sector I have ever created since I started mapping. 22 Share this post Link to post
RonnieJamesDiner Posted November 30, 2019 Had to share this moment, it's not often I find myself at exactly 666 sectors! 30 Share this post Link to post
kaleb. Posted November 30, 2019 (edited) Heretic map I may or may not ever finish Spoiler 24 Share this post Link to post
Kyka Posted November 30, 2019 On 11/29/2019 at 2:52 AM, StormCatcher.77 said: Sector 7 of Doom RPG Remake: (images) I really like how the toilets rotate to face you. Also, screens look amazing. Good stuff. 0 Share this post Link to post
ReaperAA Posted November 30, 2019 7 hours ago, kaleb. said: Heretic map I may or may not ever finish Seeing HeresyPal made me smile. 2 Share this post Link to post
ketmar Posted November 30, 2019 1 hour ago, bLOCKbOYgAMES said: I really like how the toilets rotate to face you. that's what we call Good Service! 4 Share this post Link to post
kaleb. Posted November 30, 2019 6 hours ago, ReaperAA said: Seeing HeresyPal made me smile. im always a sucker for palettes with a nice light blue. great job on HeresyPal :) 2 Share this post Link to post
Philnemba Posted December 1, 2019 This week(hopefully) I'm going to release a public beta of my Doom 1 episode "Phantom Phobos" (formerly Hell on Phil Episode 1) after delays for several months due to RL stuff. Still need to work on tweaking, adjusting and testing all 9 maps to ensure I give this a smooth takeoff :) 20 Share this post Link to post
Moustachio Posted December 1, 2019 That's such a beautiful Heretic map 1 Share this post Link to post
reflex17 Posted December 1, 2019 (edited) FINALLY THE TIME OF JUSTICE IS AT HAND AHAHAHAHA I HAVE DONE IT AHAHAHAAHAHA AFTER ALL THESE YEARS, I HAVE DONE IT AHAHAHAHAHAHA TAKE THAT COMP01 31 Share this post Link to post
reflex17 Posted December 1, 2019 (edited) 24 minutes ago, pc234 said: WTF HOW lol it was easy. While on my private jet and eating rare and expensive foods that I refuse to describe, I simply had my people call John Carmack's people and asked him to return an old favor by rewriting the engine of a 25 year old game from scratch for the sole purpose of fixing the alignment of a single texture. My people got back to me later, and they were all like "yeah Carmack was all like 'no problem, homeslice, done yesterday bro'", so then I was all like " yo sick, tell him I said thx, dude" Yes, everything in the above post is 100% fact, not like it's a big deal or anything. 16 Share this post Link to post
Egg Boy Posted December 1, 2019 making a classic looking title pic by hodge-podgeing a bunch of creative commons etchings. 24 Share this post Link to post
CBM Posted December 3, 2019 On 11/28/2019 at 2:53 PM, Jaska said: I used Trimble Sketchup 2017 versions sandbox tool to make terrain. It could't export it to .obj so I had to convert it from .dae to .obj. Then I just imported it to GZDoom (bugfix). And yes, it shows as vertex slopes in GZDbuilder. Maybe something like Blender could do this straightly? So a level for GZDoom can actually use 3D models as terrain? Holy.... Do you by any chance have a tutorial link? 0 Share this post Link to post
ketmar Posted December 3, 2019 (edited) 32 minutes ago, CBM said: So a level for GZDoom can actually use 3D models as terrain? basically, as heightmap. you can import it in GZDB(bf) to create UDMF sloped surface. so don't expect anything fancy like importing complex 3d structures. ;-) 1 Share this post Link to post
Jaska Posted December 3, 2019 (edited) 34 minutes ago, CBM said: So a level for GZDoom can actually use 3D models as terrain? Holy.... Do you by any chance have a tutorial link? Can't use models as terrain. There is no collision detection on meshes as far as I know. What I did is.. 1) Made terrain with "Trimble Sketchup 2017" sandbox tool. As GZDoombuilder only accepts .OBJ-files and Scetchup exported .DAE I had to convert it to OBJ. Then I just imported it to GZDoom (bugfix). Terrain then shows as vertex slopes in GZDbuilder. I'm not aware of any tutorial on this. 4 Share this post Link to post
Gez Posted December 3, 2019 37 minutes ago, Jaska said: Can't use models as terrain. There is no collision detection on meshes as far as I know. You'd have to DIY: https://forum.zdoom.org/viewtopic.php?f=122&t=59069 1 Share this post Link to post
Dragonfly Posted December 4, 2019 Can confirm, you have to DIY. I did this one by hand... (Importing the model made all kinds of crazy issues appear, heh) ...I really should release this some time. Oops. 23 Share this post Link to post
elend Posted December 4, 2019 Damn, I need some playable terrain like this as well. I'll try Jaska's approach. Would be non-playable anyway. 0 Share this post Link to post
nrofl Posted December 4, 2019 8 hours ago, Jaska said: 1) Made terrain with "Trimble Sketchup 2017" sandbox tool. As GZDoombuilder only accepts .OBJ-files and Scetchup exported .DAE I had to convert it to OBJ. OOoooooOo I didnt think of this even though I do have sketchup thanks so much this is gonna help out a lot 0 Share this post Link to post
reflex17 Posted December 4, 2019 yo picked this up at Blockbuster, can't wait to check out the bonus footage 12 Share this post Link to post