KVELLER Posted August 23, 2018 2 hours ago, elend said: Ohhh... okay. Clever, actually. So I need custom textures? Not necessarily. SHAWN2 works really well as a glass texture, for instance. 1 Share this post Link to post
Bridgeburner56 Posted August 23, 2018 5 hours ago, elend said: Ohhh... okay. Clever, actually. So I need custom textures? Well then... maybe in my next Wad. Thanks a lot, guys! There's a bunch of coloured gradated light textures that I think I got from gothictx,. I'll check when I get home but as @Dragonfly the way you use them is as a midtex and then use the translucent line tag to make them see through. I normally set the opacity to 10 or 20 depending on how close the player can get to them. You don't want to use them for every light but they add a nice bit of flavour to the map 0 Share this post Link to post
elend Posted August 23, 2018 They definitely do, I love them actually. I will finish my first map soon, but only with stock textures. I will try adding textures with my next wad then. 0 Share this post Link to post
Bridgeburner56 Posted August 24, 2018 Once you get sucked down the custom texture vortex you'll never escape. So much cool material out there. 5 Share this post Link to post
Memfis Posted August 24, 2018 Another DoomCon is starting tomorrow in St. Petersburg. I think these are the prizes: 25 Share this post Link to post
Catpho Posted August 24, 2018 1 minute ago, Memfis said: Another DoomCon is starting tomorrow in St. Petersburg. I think these are the prizes: "pic" I love me some caco trophies. How do you get these prizes? 1 Share this post Link to post
Memfis Posted August 24, 2018 I assume there will be some deathmatch competitions? 0 Share this post Link to post
Roofi Posted August 24, 2018 (edited) You can still buy the prizes with the 100$ you won recently. 1 Share this post Link to post
Teder Posted August 24, 2018 (edited) Double post :/ Here come another abadoned project from almost 10 years old folder from dvd. Project Andromeda - based on DOOM 3 alpha. Here are some screenshots: 22 Share this post Link to post
Aquila Chrysaetos Posted August 24, 2018 That looks sharp, but I hope all that scenery doesn't get in the way. 0 Share this post Link to post
Teder Posted August 24, 2018 (edited) @Aquila Chrysaetos no matter now, cause the project is dead since 10 years :) Another abadoned project: Birds are pretty easy animated model. Edited August 24, 2018 by Teder 26 Share this post Link to post
Jaska Posted August 24, 2018 22 minutes ago, Teder said: @Aquila Chrysaetos no matter now, cause the project is dead since 10 years :) Another abadoned project: Birds are pretty easy animated model. Cool. What about the foliage? Models, sprites or midtex? Where are they from? 0 Share this post Link to post
Teder Posted August 24, 2018 (edited) @Jaska trees are ripped from first Stalker and than I rebuild them to gzdoom, foliage are all mine (but I used Stalker textures. I made almost hundred bushes, weeds, grass with wind like animation), rest of models made by me. All textures ripped from Stalker. Project was so huge that my old radeon 9600 can't handle it, so I abadoned it. Even on nvidia gt 9600 were problems. EDIT: oh and the problem was that I couldn't see how models looks like in editor (there wasn't gzdoom builder yet). EDIT2: ha, I've made just screenshots, and even on my modern gtx can't handle 60 fps :D This version is even with script which disable models in distance. Watch fps in the corner. EDIT3: Those fake shadows under trees are animated too. EDIT4: I should make a video for this :/ Edited August 24, 2018 by Teder 11 Share this post Link to post
Dragonfly Posted August 24, 2018 The sky has changed back to default i those shots, which really degrades the overall quality of the shots. Also consider reducing your resolution to something like 1280x720, this will help a lot with the frame rate issue you're having. 0 Share this post Link to post
Teder Posted August 24, 2018 (edited) 15 minutes ago, Dragonfly said: The sky has changed back to default i those shots, which really degrades the overall quality of the shots. Also consider reducing your resolution to something like 1280x720, this will help a lot with the frame rate issue you're having. I know, I can't find pk3 with that skybox. Resolution no matter, in 4k same fps score. I spent really really much time on it in the past, now I'm out with it. EDIT: problem is that I used to create separates pk3 for models, for textures, for sfx, map etc. Now I know, that was bad idea. Edited August 24, 2018 by Teder 0 Share this post Link to post
AconyX Posted August 24, 2018 Small 3 map project using Cage textures. 24 Share this post Link to post
Teder Posted August 24, 2018 @AconyX great mood! Last screenshot my fav. 1 Share this post Link to post
Aquila Chrysaetos Posted August 24, 2018 Was that worth it, he says. The answer is of course it was worth it to have stuck that one out. Eternal Doom is terrible. But MAP29 was pretty good. 0 Share this post Link to post
Empyre Posted August 24, 2018 (edited) 2 hours ago, Gaia74 said: Well, Hectic Have A Larger Decorate Did you put all your DECORATE code in just one lump? You should separate that into smaller lumps, like one for each monster, or whatever makes sense to you, and #Include them at the top of the DECORATE lump. Splitting the code up will take some work, but after that, it will be much easier to find the code for a monster you want to edit. If you used ACS and have a lot of code there, you can split that up, too. Also, making it a PK3 instead of a WAD will make the file a lot smaller, with all your graphics ans sounds compressed. Here is how to do it: https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement 1 Share this post Link to post
BrassKnight Posted August 24, 2018 More screenshots of the map I'm working on: 7 Share this post Link to post
Bauul Posted August 24, 2018 7 hours ago, Teder said: Double post :/ Here come another abadoned project from almost 10 years old folder from dvd. Project Andromeda - based on DOOM 3 alpha. Here are some screenshots: I really like the look of those! I have to ask though, do you recall where all the cool hanging wire midtextures are from? I'd love to include them in a map I'm working on (full credit to you if they're yours, of course). 0 Share this post Link to post
valkiriforce Posted August 24, 2018 1 hour ago, Agent6 said: >47min. Only 47 minutes? 1 Share this post Link to post
elend Posted August 24, 2018 I also enjoy those hanging wires in the map @Teder posted. I am missing something like this in the stock doom textures. Also some chains for hell maybe. What is hell without chains?! @AconyX That looks marvellous! Really love the architecture and attention to lighting. Very well done. 0 Share this post Link to post
Lila Feuer Posted August 24, 2018 Most levels I played in Eternal Doom had 'SUCKS' as my time. 6 Share this post Link to post
Gaia74 Posted August 25, 2018 2 hours ago, Empyre said: Did you put all your DECORATE code in just one lump? You should separate that into smaller lumps, like one for each monster, or whatever makes sense to you, and #Include them at the top of the DECORATE lump. Splitting the code up will take some work, but after that, it will be much easier to find the code for a monster you want to edit. If you used ACS and have a lot of code there, you can split that up, too. Also, making it a PK3 instead of a WAD will make the file a lot smaller, with all your graphics ans sounds compressed. Here is how to do it: https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement nope all the decorate corresponds to a single monster 0 Share this post Link to post
Aquila Chrysaetos Posted August 25, 2018 So, you're telling us that your DECORATE text lump has over three hundred thousand lines for one monster? How much of that is junk? 99.99%? 0 Share this post Link to post