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s13n1

DOOM HD Project

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I see what your doing; incorporating the layout of each level ingame with the building/landmark from the intermission screens. That's really innovative, though I bet some of the places will be a bit hard to add the map layout to.

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;-)

I think some of them will be tricky, but im planning on covering some sections of the levels with terrain, so it cant be seen.

I'll try to fit the intermission buildings over areas of the levels that have outside sections, so you can look out on to the other levels.

A live intermission screen would be pretty sweet, with the camera flying in and out of the levels as they start and finish.

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To be honest I didn't know it was any different from the original, so I just kind of looked at it and went "huh, that tower kind of matches up with the one from the actual level, cool coincidence."

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Once all the exterior modeling is done, ill split it from the rest of the level and try loading them over the original levels as a decorative object. Hopefully a Doom engine can handle them?

The terrain will also be a separate model, and all the other levels will be too.

For the other levels you can see around you, ill probably delete most of the interiors to save polys, but even with the complete levels inside, these models are very low poly. In an engine like Cryengine, you could have all the levels placed out over a big terrain and link them up in one continuous episode, allowing players to travel over the terrain to each level.

Would be kinda fun having an outdoors walk between levels, seeing the rim of the surrounding craters, and the big rolling mountains further away.

Its still early days yet, so once i get to the testing stage it will be interesting to see where i can take these ideas.

Ultimately i'd like to use a Doom engine, because i'm an artist, not a programmer. I cant make Doom in a newer engine, i have a better chance at making these ideas work in an existing Doom engine.

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s13n1 said:

Once all the exterior modeling is done, ill split it from the rest of the level and try loading them over the original levels as a decorative object. Hopefully a Doom engine can handle them?

Depends on which format your level layout is, At this point i don't think there's any Doom sourceport able to Handle a Level entirely as a 3D Model .

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The level will be as it normally is, just the exterior will be placed as a decorative model over top.

This simplifies things, but it means you wont be able to interact with any of the new geometry. No climbing on it or anything.

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You'd have the issue of the entire 3D model disappearing once the sector it's placed in is out of view with something like GZDoom. Doomsday can however, determine when to render a model on whether or not its entirety would be in view.

So far your best bet would be 3DGE with its MD5 and Quake 3 map format support, and that's a big WIP (especially the latter).

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Jaxxoon R said:

You'd have the issue of the entire 3D model disappearing once the sector it's placed in is out of view with something like GZDoom. Doomsday can however, determine when to render a model on whether or not its entirety would be in view.

So far your best bet would be 3DGE with its MD5 and Quake 3 map format support, and that's a big WIP (especially the latter).

MD5 is finished and Q3BSP is showing promise: though it has to load a whole new library which takes a bit of time currently, but otherwise 3DGEs DDF (dynalights) and COAL system still function through it, sans RTS. Will have screens later. Making a new build soon that has bumpmap and spec support on models and surfaces.

3DGE does not have advanced model clipping determination yet, but MD5s are not linked through that system so they will always be drawn. It still takes up much less memory than linking it through like MD2, MD3 or MDL. That might change, but for now its not affecting drawing speed. The new camera Splines library will definitely need Doomsday-like determination.

Only the dynamic lights are involved with MD5 and basic collision detection, because they will have their own clipping system (a sort of physics library).

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Barrel update.

Getting used to the tools more, so added some additional details and increased the render quality a bit.

Added some folds where the barrel was pressed (to hide texture seam), also added some unseen details on the bottom and added a subtle UAC serial number along the pressed seam.

Still need to add some slime details along upper edge, and experiment with some leakage and perhaps a toxic logo.

I want to avoid overly repetitive details, so i may keep the barrels pretty clean.

I could always make an alternative texture i suppose and let the engine assign them at random.

Barrel V4 by Doom HD, on Flickr

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Because no Doom engine supports what i need to test my models and materials, i'm going to start working with Doom 3.

I've already got a couple of models i can import, but i dont have any custom textures yet, so i decided to work on a texture model.

This is obviously the classic Door texture, with almost all details created in 3D. The scratches and damage will be made in Quixel, and ill make some alternative versions with bullet holes and alternative texturing with strong weathering and dirt, for outdoors.

Overall the model has been kept quite simple with sharp edges that should catch the light more obviously. I'll make changes after importing it into Quixel and seeing how it looks lit.

I'm a complete noob at baking, so it will be interesting to see how this turns out. My first experiments with the Doom 64 textures turned out okay, and they were pretty ordinary, so this should look good. I'll be creating displacement maps for POM too, so all the details pop out for those who want it.

I'll probably make all textures 2048 or 4096 to make them future proof, but released versions will most likely be only 1024 or 2048, time will tell.

Door2_4 WIP Preview by Doom HD, on Flickr

Door2_4 WIP Preview 2 by Doom HD, on Flickr

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That BIGDOOR2 sure looks impressive. Out of curiosity, how long does it take you to make such a model?

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Thanks, glad you like it!

Initially it was taking way longer than it should, because I'm simply not prificient at Max. I find myself doing something the long way then stop and realise there's a much faster way to do it using the tools. I learned modelling on such an old version of Lightwave that had none of the fancy tools we take for granted today!

About 6-7 hours went into the model, and the texture was about 2 hours.

It's only my third texture with Quixel, so I've got a lot to learn about optimising my meshes and maps to take advantages of the masks.

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Because im new at this, i didnt bake some of my maps properly which resulted in some masking issues and noticeable artifacts.

You can see one of these as a dark diagonal line at the top the indent on the left, below the two rows of diagonal rivits. It runs along the diagonal poly edge and is caused by a shitty curvature map.

I wasn't able to just update the texture with the new maps, so i had to restart. Luckily it wasn't hard to make it again, and like most times you have to restart something, you do a better job the second time round.

So this one is 100% new with some additional hand painted stains and rust drips.

Door2_4 All New by Doom HD, on Flickr

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Wow, good stuff in here, Would be better if you make the doors opening in a reasonable manner like a Keypad on it or idk ....

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Grunt detection? Or a pressure plate in the floor and keyless entry when the system detects the user has the appropriate key ;-)

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s13n1 said:

Because no Doom engine supports what i need to test my models and materials, i'm going to start working with Doom 3.

Great stuff, but 3DGE supports MD5 models with spec, normal, and bright map skins (native DOOM 3 format stuff). Just FYI! =)

This is looking great though! Keep at it!

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Might be a bit late to ask but, are you going to use all of these resources for a Fanmade game based on DOOM , for a Doom 3 Mod, or for a Sourceport mod ?

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At the moment, Doom 3 is the engine of choice. It does what i need.

Its a new Doom chapter. Takes place 20 years after Doom 64.

You'll eventually get to revisit the levels from Dooms Episode 1, but they will be slightly different.

I've written an introduction story that's as simple and fun as Dooms was, but ive also written up a more detailed back story that explains how it all happened.

You can read the intro story here: http://qdhd.tumblr.com/doomhdstory

Dont be worried about endless PDA reading to catch up on back story, it will be optional. Players can choose to read bits of info from computer terminals, and there will be intermission screens that show progression as well as end of episode briefings.

I want it as simple as Doom 1/2 with the beauty of Doom 3/4, but with more substance available for those who want to look for it.

Floor5_1 tweaked to make Floor4_8:

Floor4_8 Test by Doom HD, on Flickr

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