kdoom Posted May 28, 2018 I haven't seen any signs of slowdown yet on my pc. I'm keeping the scenes fairly small, at least so far. I'm sure before I'm done I'll have to build at least one huge area, but thats most likely going to take place outdoors where I wont need many lights. If a dynamic light cannot be seen, does it still light? Not trying to be funny with that, just curious of the engines efficiency. I know it doesn't draw 3d sectors that are not in view, but haven't seen anything about lights. 0 Share this post Link to post
Kristian Nebula Posted May 28, 2018 Btw. Here are also some great skyboxes available :)https://gamebanana.com/textures 2 Share this post Link to post
kdoom Posted May 29, 2018 (edited) I think I have a good base set of textures now, kind of a black and blue look. Opinions? BTW, every time I take a screenie, GZDOOM crashes, btu still writes the screenie...odd. Edited December 9, 2023 by kdoom : Clear space 13 Share this post Link to post
Chris Hansen Posted May 30, 2018 I think it looks great. There's a definite clean Kesler feel to it and it sure looks exactly like I would expect from you. But imho it's also almost too clean, almost sterile. The scene's missing some "life". Or maybe you just haven't put it in yet. It's a subjective matter ofc, so I won't tell you it's wrong :) 0 Share this post Link to post
kdoom Posted May 30, 2018 Thank you Chris, but it's far from done. This is just bare rooms, I'll add my usual scenery stuff. Computer consoles, machines making noise, etc. Every time I fire up the engine to do a walk through, I see a new spot to add details. Thats how I've always done mapping. I never plan a map, it's all spontaneous. The freedom of the 3d stuff really adds to my layout, because I can twist the map progression around and overlap easily with 3d floors...I'm enjoying this more than I expected to! I've given it the title "The Slime Factory" although this screenie doesn't show any signs of the green slime, it'll be there soon enough. Also, my texture directory is already 11mb, so I'll probably hold off release to add at least one more map...maybe more if time allows it. If anyone ends up downloading this, they deserve a few maps at least, for the file size. 3 Share this post Link to post
Chris Hansen Posted May 31, 2018 Sounds good! Once you get all that extra stuff in there, it's going to look awesome! I'm very much looking forward to the release. I never plan a map either. I also just keep adding stuff, going back to delete, change or correct stuff. Continously expanding the map. That was a lot harder - if not impossible - with the old editors. DB makes working like this a lot easier. 0 Share this post Link to post
kdoom Posted June 2, 2018 (edited) I chose zdoom acs for scripting, because thats what I know how to use. I have a script: script 1 (void) { // 3d lift controller after yellow door Floor_RaiseByValue( 25, 16, 128); Ceiling_RaiseByValue( 25, 16, 128); Delay ( 20); Floor_LowerByValue ( 25, 16, 128); Ceiling_LowerByValue( 25, 16, 128); } but when I hit the switch ( with type 80 ) in-game, I get an "unknown script 1" message. Edited June 2, 2018 by kdoom 0 Share this post Link to post
kdoom Posted June 2, 2018 Ok, I have the scripts working now, but now I cannot get that delay to work. The sector floor and ceiling moves up 128 and the script stops there. I've searched through the acs help on the zdoom wiki, but I dont see what I'm doing wrong. 0 Share this post Link to post
Jerry.C Posted June 2, 2018 The delay appears a bit short so the script probably continues before the movement has stopped. In that case the lowering movement will fail. It's best to first use 'tagwait' to wait until the movement stops and then 'delay' if you want it to wait longer. 1 Share this post Link to post
boris Posted June 2, 2018 Also check out https://zdoom.org/wiki/Category:Floor_and_Ceiling_specials, no need to use Floor_* and Ceiling_* together. 2 Share this post Link to post
therektafire Posted June 2, 2018 Yeah there are "elevator" specials which are very useful for 3d floor lifts https://zdoom.org/wiki/Elevator_MoveToFloor https://zdoom.org/wiki/Elevator_LowerToNearest https://zdoom.org/wiki/Elevator_RaiseToNearest 1 Share this post Link to post
kdoom Posted June 3, 2018 I ended up switching mine to something that goes to nearest...I found if I spammed the script trigger in game, the lift would vanish into the ceiling lol. I should have known better anyway, but thanks for the help everyone! 0 Share this post Link to post
kdoom Posted June 17, 2018 (edited) Still plugging away. Typical to my "style" of unplanned mapping, I've started over 3 times so far. Edited December 9, 2023 by kdoom : Clear space 11 Share this post Link to post
mun Posted June 17, 2018 (edited) 1 hour ago, kdoom said: Great to see one of my favorite mappers from the late 1990s still kicking! Nice screenshot there, great use of the sky. 0 Share this post Link to post
Catpho Posted June 17, 2018 That looks like a novel aesthetic for Doom. I hope it stays somehow. 0 Share this post Link to post
kdoom Posted June 24, 2018 (edited) Added rusty variants of my textures for the outdoor scenes, and did a little more work on the area surrounding the building. Fun stuff. Edited December 9, 2023 by kdoom 9 Share this post Link to post
kdoom Posted July 1, 2018 (edited) a glimpse at indoors. Work is going slow lately, not much free time. Edited December 9, 2023 by kdoom : Old versions 9 Share this post Link to post
mun Posted July 1, 2018 On 6/24/2018 at 9:58 AM, kdoom said: Added rusty variants of my textures for the outdoor scenes, and did a little more work on the area surrounding the building. Fun stuff. In my opinion there's something about the rusty metal textures that makes the stairs look unappealing. I sill like the theme though. 0 Share this post Link to post
kdoom Posted July 1, 2018 1 hour ago, mun said: In my opinion there's something about the rusty metal textures that makes the stairs look unappealing. I sill like the theme though. I didn't want to use the same metals indoors and out...thats just not right, imho. Also, some of the texture details are lost in my jpg conversion of the screenies. Theres more detail to them when playing the game in gzdoom. Still I'll keep your comment in mind. I appreciate the opinion. 0 Share this post Link to post
kdoom Posted July 14, 2018 (edited) A little more progress. I really enjoy how I can make a map twist over/under itself with the 3d floors. Edited December 9, 2023 by kdoom 6 Share this post Link to post
kdoom Posted July 14, 2018 24mb's of textures so far. Nothing shader related, just high res stuff. I started out just tweaking some of Dooms textures, but I've slowly just made everything over from scratch. Some of these will look familiar, as I thought it would be cool if they resembled original Doom stuff. I want to make at least 2 maps before I release this mess. Once I do, I'll give open permissions on the texture set. These are not doom color friendly though they are 24bit color .png. 4 Share this post Link to post
kmxexii Posted July 14, 2018 (edited) The periodic updates on your work are fun to read! That base facade looks like trademark Kesler under the hi-res textures. Looking forward to reviewing your new progeny Edited July 14, 2018 by kmxexii 0 Share this post Link to post
boris Posted July 14, 2018 3 hours ago, kdoom said: A little more progress. I really enjoy how I can make a map twist over/under itself with the 3d floors. Just keep in mind that - depending on what you are doing - portals can be a better solution. 1 Share this post Link to post
kdoom Posted July 15, 2018 I enjoy letting the player see an area above/below them, then later they find themselves there. I know this can be done without 3d shit, but the 3d shit looks better! This also helps give a non-linear feel to a map, imho. 0 Share this post Link to post
boris Posted July 15, 2018 (edited) I don't mean teleporters, I mean portals. 0 Share this post Link to post
kdoom Posted July 15, 2018 Very interesting. I'll have to read up on these. Thanks! 1 Share this post Link to post
Catpho Posted July 16, 2018 Haha, there’s something special about watching what I consider a mapping legend learn new mapping tools. 0 Share this post Link to post
kdoom Posted July 22, 2018 I appreciate that thought, but I'm an old mapper, not a legend. Iv'e seen many mappers from way back that are better than my work. 0 Share this post Link to post
Novaseer Posted July 22, 2018 This is looking great so far! Keep up the good work! 0 Share this post Link to post