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Ghostpilot

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  1. Ghostpilot

    Voxel Doom Port!

    I was never gone, I just didn't have anything to say. But thanks for noticing me in the crow of lurkers. :)
  2. Ghostpilot

    Voxel Doom Port!

    I may remember wrong, but arent those electrical column supposed to be from floor to celing? That seems to make agood headstart when doing voxel models of things that have multiple view angles. But most of the items have only one frame, so you still have to fill in the gaps with material from your imagination. But it might still be a lot faster to compose a strip like that rather than a model from scrach by adding voxel ater voxel the 100% manual way. Too bad I am half way around the globe from my home on vacation right now. If I had access to my computer at home, I could have handed you a strip of the A-set of walking frames for the shotgun guy, that I tried to correct size and perspective on. It would be interesting to see what kind of disaster model that would come out of we fed it to that program you linked.
  3. Ghostpilot

    Voxel Doom Port!

    I can only speak for myself, but I have only "volumized" the sprites as they were. No touching up, no fixing. If there was a flaw in the sprite, I recreated that flaw. But I have to agree with you. The nightvision goggles most likely are the most terrible sprite in DooM. imagine putting those on your head and try to fight monsters... It would be like having a VCRplayer on your head.
  4. Ghostpilot

    Voxel Doom Port!

    I second that. I have a handfull of models I have been working on and off whenever I felt like it. I'm on vacation right now, but when I get back home to Sweden I jump right on finishing some of the more complete models in the voxel work folder. I found a WIP picture of the icon of sin skull cube, but I have nowhere to host it right now. I'll update this post when I do. EDIT: I used imageshack for now. EDIT AGAIN: I might add that this is an early WIP picture. Couldn't fins the latest now when I am on vacation. This was something that was on my USB stick.
  5. Ghostpilot

    Question regarding sprite rotations.

    No, I didn't think that. No offence taken. The dialogs in those screens look a tad bit more user friendly than my predjudice mind allows me to think they should look. Perhaps I should loose my virginity in doom mapping sometime soon. Who knows.
  6. Ghostpilot

    Question regarding sprite rotations.

    This is a quick 2.5 minute screenshot hack. The screens were taken in a narrow corridor. That's why the sizes are uneven and perspective is not the same between the screens.
  7. Ghostpilot

    Question regarding sprite rotations.

    The very funny truth about that, is the fact that I have read a fair share of older map making tutorials in the past, but never actually made a map. If I had, I would have known. :-)
  8. Ghostpilot

    Question regarding sprite rotations.

    As far as I know (I haven't read them all, I must admit) the information about setting angles on things are usually left out in mapper tutorials.
  9. Ghostpilot

    Question regarding sprite rotations.

    I see.
  10. Ghostpilot

    Question regarding sprite rotations.

    Since the appearance of 3d models, has someone updated the "item directions" in the regular doom maps? Or maybe that can't be patched with an external addon and have to be updated directly in the pwad.
  11. Ghostpilot

    Question regarding sprite rotations.

    I have never made a doom map, so I wouldn't know. Should I interpret that as you can set a "facing direction" for objects as you place them?
  12. Ghostpilot

    Question regarding sprite rotations.

    Yay! It works. It may not be a voxelmodel. But it's the best thing for now. If I run DooM without any 3d models and in software mode, this looked surprisingly good. But I ran into some unexpected results... As Expected. I found out that that the default item direction when concerning items without rotations is facing the map start position (or possibly following some rules regarding north, south, east, west) That causes the stimpack (with rotations) to be placed akwardly in some areas. Not a "problem" as per definition of the word problem, but defenitly something that could be annoying regarding visibillity of items in certain maps. I will try to hack together a small collection of rotations for various objects I have made voxel models for in the past to see if that looks ok aswell. Now at the time of writing, I haven't got the time to upload screenshots. I'll fix some screens when I have time if someone want to see. /Ghostpilot
  13. Ghostpilot

    Question regarding sprite rotations.

    Quick question. What is the difference between the S_START/END and SS_START/END sprite markers?
  14. Ghostpilot

    Question regarding sprite rotations.

    [color=red]Hah![/color] I knew I must have forgotten something! It was ages since I last made a wad for any DooM game, so I just forgot about those sprite markers. Thank you for the fast answer, by the way. I'll get right on adding those sprite markers right away. I will post here to let you know if it worked and how it looks. /Ghostpilot
  15. To make a long story shorter: I saw this article about sprite rotations. That inspired me to try to add rotations to a sprite that didn't have rotations from the beginning. I picked the small stimpack as I already had a voxel model on disk for that sprite that was created for the re-voxeling project a while back. I used the voxel model for exact angle reference when I painted the rotations. The neat program paint3d.net/]Paint3D allowed me to rotate the voxel model by exactly the number of degrees necessary for that particular rotation. Skipping ahead... I decided to paint ALL rotations for the stimpack. By using the mirroring technique described in the page linked above I narrowed the amount of sprites needed down to this: STIMA1 STIMA9 STIMA2 STIMAA STIMA3 STIMABAE STIMA4A6 STIMACAD STIMA5 STIMA7 STIMAF STIMA8 STIMAG After a brief battle with the doom palette I managed to put together a WAD containing those newly created rotations with offsets mimicking the original sprite offset. I fired up ZDooM using my new wad, hoping to see my rotations as I circled around a small stimpack in the entrance room of the first level in DooM II. Alas... No rotations to bee seen. I may be wrong about this, but my own theory to why I saw no rotations is that the sprite named STIMA0 still exists and is found first, thus used. Am I right about this? If so, can it be overridden to use my new rotations instead? I do not want to remove the original sprite from the DooM II Pwad. That doesn't feel right to do. Any ideas on how I can continue from here? What to try next. Any input is appreciated. /Ghostpilot
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