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Everything posted by mmx

  1. I was wondering if there is any tool able to export geometry and textures from Doom Maps to Blender, so they can be re-exported and used in other game engines? Godot, for example.
  2. Thanks for the help! I've tried it and having the geometry is a great first step! It's quite clean as well.
  3. I've been experimenting with sprite creation from photos, specifically for weapons, inspired by the original workflow of Doom. However, finding the right color palette conversion algorithm has been tricky. Dithering is applied, or color gets lost in the way, and it looks like crap. How were the original sprites done? Is there a color LUT I can apply so when palletizing it fits the Doom aesthetic a bit better?
  4. Never heard of Q-Zandronum, that's kind of awesome, specially since it seems to be well-maintained. I'll try that one out and see how it goes.
  5. I've been working with Zandronum for a while and I feel that my total conversion is ready for the next step. Since most of my work has been with art and levels, no engine holds me back. But before I start writing code, I wanted to know what would be the best source port to base a multiplayer total conversion on? I believe the critical features are: Easy for people to create & run servers Easy for people to find other people and play Cross platform: Windows, Linux, Mac
  6. mmx

    Converting photos to sprites

    Thank you for all the info, guys. Really appreciate it!
  7. mmx

    D3 game logic source?

    Hey guys! I'm interested in starting a Doom 3 mod, but I can't find the game logic source anywhere. Is it open-source? I'm using dhewm3 as the base for my mod.
  8. mmx

    Export Doom maps to Blender?

    Cool! It works very well. Thanks for the tip, guys! :)
  9. Does anyone know any good tool that allows me to export Doom maps to Blender? It can be as simple as anything that that exports an OBJ. I've found some old tools, but they don't keep texture information in the OBJ, which sucks.
  10. mmx

    Sprites 16 rotations

    Hijacking the thread to ask about a good tool to convert full color sprites like this to the doom palette, without losing many color info.
  11. mmx

    Doom with PBR materials

    Does this only work for walls? Could a weapon model with PBR textures be used?
  12. mmx

    Sprites 16 rotations

    Never heard of namespaces before. How would that work for the Imp, for example? I create a PNG inside a folder callled hires/imp?
  13. Is there any documentation on how to replace the built-in weapons or monsters with custom PNG from a folder, for example? Or a sample basegame?
  14. Having to deal with palette conversions, transparency, then having to use editor to replace the original sprites by hand, etc. etc. That kind of destroys the fun in modding for me. Is there any engine that supports modern formats, like PNG, and just takes stuff from the filesystem?
  15. mmx

    Sprites 16 rotations

    I mean, in the engine... how do you create a monster with that many rotations and that high-quality sprite? :D For the Blender users out there: https://github.com/seece/SpriteBatchRender
  16. mmx

    Sprites 16 rotations

    How do you even do 16 rotations?
  17. mmx

    Open-source 3D models?

    I'm working on a GZDoom mod and I'm looking for 3D models to replace the built-in sprites. Does anyone know any good open-source ones? Either CC or GPL or something like that.
  18. I've been using Zandronum for quite some time now, but playing online it's a huge pain in the ass. The server browser is buggy, slow and it's terrible to use. Hosting a server is also a pain because I have to manually issue commands (as if it was a telnet connection) and keep alt-tabbing. No NAT punch-through. Is there a better source-port that I might be missing out?
  19. mmx

    Source port for MP action?

    rcon is awesome! Thanks a lot guys. Another quick question: Which port has the best netcode?
  20. mmx

    Announcing AJBSP

    Do you have any sample on how to render the output glBSP? I would love to use Eureka + AJBSP on my own GL engine to simplify mapping. Today I use Tiled and convert to 3D prefabs, but it sucks. Or maybe an option to export OBJ?
  21. I've got a Pentium 4 with a GeForce 4 and I'm rocking through my collection of Half-Life, Quake, Doom, Unreal, Rune, NOLF, Blood... so much fun! However, I'm getting out of titles and before I even get tired, I wanted to play a few mods. There's probably a lot of interesting stuff that I ended up missing back then, or even new stuff that came along. So, let's make this thread something fun: post here your favorite mod for any pre-2000 game!
  22. mmx

    Best weapon editor?

    What tool do you guys use to edit weapons? SLADE?
  23. I just wanted to know what are the tools under the toolbelt of the pros around here. I've been using SLADE but i find the limitations very hard. It is very very difficult to replace sprites and to add new ones. Also, there are lots of hidden logic in the way sprites are played (pistol and chain gun, for example).
  24. So, creating muzzles is a pain in the ass. Specially for sprites likes the minigun or the pistol that have this stupid overlay routine that ruins my sprites and turns into an alignment hell. Is there a source port that allows me to separate the muzzle animation from the weapons themselves? Like, associate a specific muzzle effect with different weapons? That would drastically improve my productivity when adding new weapons. Also, is there a way of having a dynamic light affecting the muzzle?
  25. mmx

    Tools for Odamex editing

    I'm confused. Here it says that it changes the EXE: https://zdoom.org/wiki/DeHackEd You're saying that i can apply the patch to a special lump file or something? And the engine will read it?