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ssv_170379

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Everything posted by ssv_170379

  1. ssv_170379

    HD sprites from Doom 3

    Mancubus II, thanks for a good idea, I'll try to reach them. BTW, this is how MasterMind may look (again, I had to squish Vagary to MM's proportions).
  2. ssv_170379

    HD sprites from Doom 3

    My very first modelled object during whole project ;)
  3. ssv_170379

    HD sprites from Doom 3

    Found bug in material nodes setup affecting normal maps. Re-rendered weapons (deeper ambient occlusion and more gloss) Added ammo. https://vimeo.com/118414680 Need to tweak sizes and materials later (plasma cells seems too small, box of rockets too big, shells box just looking dull etc).
  4. ssv_170379

    HD sprites from Doom 3

    0.53 is back here again http://www.ex.ua/245979557847 Sorry for no mirrors for now. My Internet connection is too unstable. ex.ua is only affordable option. Maybe later tonight. Upd: mirror 1 http://rusfolder.com/42799842 mirror 2 http://www.fileconvoy.com/dfl.php?id=ge9e927c8ac4fb80999961216421dfc71ad0ddbce7
  5. ssv_170379

    HD sprites from Doom 3

    kb1, there's no password required, "Access key" is a share id, but it has expired now. I'll re-upload (and mirror) mod today about 4-5 p.m. (GMT + 0). Marnetmar, after adding all planned stuff (ammo/health/powerups/keys) I'll return to polishing monsters (including color/textures works). We'll figure something out. Pick up items shouldn't take too long to complete, because they are mostly not animated.
  6. ssv_170379

    HD sprites from Doom 3

    Hi again. I'm back after a long absence, shaking off dust from the project. I've decided to start from weapons now. Good thing is that Doom engine allows weapon sprites being rotated. Here's sample video demonstrating two different implementations. https://vimeo.com/117287397 I've not decided yet, which is better. View-based (left) is supposed to be more realistic, but Quake-style (right) looks more dynamic.
  7. ssv_170379

    HD sprites from Doom 3

    Version 0.53 http://www.ex.ua/210364442082 Added Pain elemental (used deformed Lost Soul). http://s29.postimg.org/6hnscl35z/Screenshot_Doom_20140913_175907_01.jpg http://s29.postimg.org/dm5llmafb/Screenshot_Doom_20140913_175914.jpg http://s29.postimg.org/wsisosqx3/Screenshot_Doom_20140913_175915.jpg Seems only Mastermind has left. Next stages: - Tweaks (recolor etc.) - Add weapons/items - Doomsday port? (haven't enquired possibility yet) Right now need a break for a week or so, switching to another project.
  8. ssv_170379

    HD sprites from Doom 3

    Version 0.52 http://www.ex.ua/210364442082 Added Sentry bot as Arachnotron. A little dull, but that's all I have. http://s15.postimg.org/hqpbbfj97/Screenshot_Doom_20140910_181653.jpg http://s15.postimg.org/9z8lcvf3v/Screenshot_Doom_20140910_181734.jpg Fixed Lost Soul's attack timing bug. Still no answer from Mastermind creator.
  9. ssv_170379

    FARMDOOM

    Indeed, this is a very intriguing concept. Willing to know, in what it'll grow. Reminded me of an old Spectrum game PSSST. http://www.youtube.com/watch?v=PtITXzyGzAc
  10. Some issues:Raise pistol glitch http://s13.postimg.org/4srvxkvd3/pistol.png Skybox elevator glitch http://s13.postimg.org/g6ef8s5vr/skybox.png Overexposed floor http://s13.postimg.org/6n4qfbidj/floor.png Stuck here http://s13.postimg.org/7162ex2h3/stuck.png (used noclip). When using GZdoom minimalistic gui, HUD ammo count updates only when reloading. Ammo collecting is a pain, way too realistic. Reload animations? Got about 40% kills. Where's everybody? Are destructible items/corpses considered as kills? Played on GZDoom 1.8.2 Linux(64). Base WAD - Ultimate Doom.
  11. ssv_170379

    HD sprites from Doom 3

    Z0k Good idea. All links are dead already, I emailed author http://www.doomworld.com/vb/members/ChupaReaper/ , waiting. I tested mod previously with Ultimate and I checked it now. Everything works (both HD and LD versions). I think we should look at your console output. DooM_RO, Low-res version already there, check LD_smooth.pk3 at download link. I'm not plannind to retexture levels (too time consuming), only monsters and some pickup items.
  12. ssv_170379

    HD sprites from Doom 3

    made my day (no offense). My point is to do a similar scale to original doom , so if you shooting at monster's head, you'll hit him, not air somewhere above (i know about auto-aim though). By the way, it not as straightforward as I thought http://zdoom.org/wiki/Classes:Archvile Height 56 http://zdoom.org/wiki/Classes:BaronOfHell Height 64 DeHacked provides same values, so the game itself treats Hellknight (he equals to Baron) taller. But looking at average sprites height from floor Archvile is even a bit higher than Hellknight. Archvile 72.(6) px BaronOfHell 70.5 px It's a point to discuss, but for now my goal is visual similarity with Doom 1-2, so I stick to sprites, not values.
  13. ssv_170379

    HD sprites from Doom 3

    jute, yes, Sinael also proposed this approach. I had not investigated them for now, but now time has come. As for me, I'd use Doom 3 Lost Soul in this role. Imagine giant semi-mechanical head producing burning skulls. Looks eerie. doomero-21, I do maintain overall heigths of monsters. By the way, this picture also illustrates how desperately they need recoloring. Hope, I can make this at least partially. Upd: According to this http://www.walkersweb.org/Q4Overview/Bestiary.html , Quake 4 have no suitable replacement. I have not found depicted Prey's bestiary, but doubt it have some too. Upd2: Interesting, Doom 4 monsters designed in old or new fashion?
  14. ssv_170379

    HD sprites from Doom 3

    Version 0.5 http://www.ex.ua/210364442082 Added Archvile http://s23.postimg.org/umzzazmor/Screenshot_Doom_20140907_150857.jpg http://s23.postimg.org/nmbzi7kwr/Screenshot_Doom_20140907_150944_01.jpg http://s23.postimg.org/y7vuu7r8b/Screenshot_Doom_20140907_151017_01.jpg Just did a trickiest sequence in a whole project (Lost soul's explosion takes second prize). Rigid body simulation turns quite unpredictable in my hands. Had to tweak a lot to achieve even mediocre result. Archvile was the last monster who have twin in Doom 3 bestiary. Will try to use Sentry bot and Vagary+chaingun for spiders, hope it will looks decent. Pain elemental still an open question. Also need to recolor some monsters afterwards.
  15. ssv_170379

    HD sprites from Doom 3

    Z0k It's my fault. I have not tested this version. Those two guys (Cacodemon and Cyberdemon) processed by build scripts separately from others. Caco is flying, so he needs other floor coordinates to be in a right perspective (reminder to myself: should remake Lost Soul that way too). Cyber is just too big to fit into standard scene setup.. I just forgot to reset sprite scaling for them both. All is needed is to edit TEXTURES.cybr and TEXTURES.head and replace all 'Scale 3' to 'Scale 1'. I have reuploaded correct version (link is the same). Thanks for bug report. About Pinky, that's was compelled measure. http://s13.postimg.org/uowiyq9fr/Screenshot_09062014_10_54_23_AM.png Those dashes under red arrow represents missing legs, which are completely outside original sprite boundaries. To avoid massive wall and other sprites intersections I have decided to remove pelvis and rear legs. About low resolution. Original sprites have different head-to-body ratio, with bigger heads. With standard proportions heads lacks detail unfortunately, that's because i apt to hi-res.
  16. ssv_170379

    HD sprites from Doom 3

    Version 0.47 http://www.ex.ua/210364442082 Increased sharpness of low-res pack. Z0k, I have changed hosting. Also, high and low resolution versions are now in a separate files. Sinael, sad to hear that. I need huge amount of additional states, hence Vanilla version is technically impossible.
  17. ssv_170379

    HD sprites from Doom 3

    fabian I searched about what is Vanilla and how to modify it. So far I have found, that - Vanilla is a name for original Doom executable. - Closest to Vanilla port is Chocolate Doom... - ...which supports editing with DeHackEd (or it's successor WhackEd). I launched WhackEd, it can write and read text files, which is very good because I'll be able to convert offsets data from texture defs to WhackEd's format. But then I stuck. Seems DeHackEd and WhackEd are both limited to strict number of animation states per whole game. http://www.aspectsweb.co.uk/dehacked/deh06.html I tried to create a frame beyond this numbers, but WhackEd said "List index out of range" and refused to accept this frame. I'm new to Doom modding, so maybe do not know some things. I'll return to this topic later, and hopefully find a way. If someone know about how to get around this limit, please help. Is there a thread like a "noob questions"? I should ask there then.
  18. ssv_170379

    HD sprites from Doom 3

    Found a way to increase crispness. I'll update LD version this evening.
  19. ssv_170379

    HD sprites from Doom 3

    Version 0.46 http://rusfolder.com/41645111 Fleshless version of Revenant: removed semi-transparent meat from bones. Changed shading for Shotgunner and Lost Soul Introducing experimental Low-res branch (file LD_Smooth.pk3 included in release). Pixel scale in this pack is equal to original sprites.
  20. ssv_170379

    HD sprites from Doom 3

    Jaxxoon R, too many situations are possible where such corpses will intersect with walls or hang in the air. Sinael a) So be it! b) Yes, Mancubus also suffers from this. There's something more complicated needed than just alpha, maybe kind of volumetric material. Or utilize muzzle flash sprites like in original Doom 3. I'll make research on this, but not today. Most likely I'll update them in a next release after adding couple of new monsters.
  21. ssv_170379

    HD sprites from Doom 3

    http://rusfolder.com/41636053 Another release 0.45 Added Revenant... http://s24.postimg.org/g1dyvutvp/Screenshot_Doom_20140904_033126.jpg http://s24.postimg.org/k0b6eoiit/Screenshot_Doom_20140904_033127.jpg http://s24.postimg.org/t6th1ynr9/Screenshot_Doom_20140904_033204.jpg ...and CYBERDEMON!!! http://s24.postimg.org/a999ayuo5/Screenshot_Doom_20140904_031126_01.jpg http://s24.postimg.org/vx2sz5kg5/Screenshot_Doom_20140904_031233.jpg http://s24.postimg.org/5da7x0jwl/Screenshot_Doom_20140904_031243.jpg We are beyond 100 MB now. fabian Why not? I'll release lite version (1x) tonight. Grain of Salt, Not sure, he's so skinny even with flesh. But there will be bare-boned version this evening.
  22. ssv_170379

    HD sprites from Doom 3

    andrewj, I tweaked decorate.txt here and there, fixed couple of things and made an experiment. I have set idle timings for pistol zombie for several seconds per frame. With this settings you can stand in front of him, but he'll notice you only when swaps idle frames (i.e. once in a several seconds). On the other hand if you shot him (or he hears shooting), he'll unfreeze immediately. So it seems to be impossible to achieve exact behavior with classic monsters because with denser framerate they gain more possibilities to switch between states. Possible ways to record synced modded/not modded demo is - to split rooms (I have record my first video http://vimeo.com/102823215 without noticeable desync). - to write decorate.txt, which preserves original sprites but uses more discrete timings. If I missed something and there's more things needed to take into account, please correct me.
  23. ssv_170379

    HD sprites from Doom 3

    andrewj, maybe so. I've just made low-res version of my mod (to lower resources usage) and demo file synced perfectly with hi-res version. But anyway it's hard to believe for me. I have not changed whole timings, if Imp's melee attack was 22 ticks and 3 frames, it became 6 frames but still 22 ticks, overall duration have not changed. I've altered walk cycles somewhat, but not speed, so as for me, decorations must not interfere with this... but something does, maybe they. Should I recheck all the timings and make them exactly equal, including walk ones? maybe it somewhat related to phase changes, kind of: if original steps was aliquot to 4 but new ones to 3, maybe there's no common timings to jump to attack phase... or something. Need to check. Or maybe split demo-level to several rooms, filled with only about 10 monsters of some kind, Probably this way divergence won't be so noticeable. I'll check both versions giving preference to first one. Maes, What is NUTS.WAD?.. browsing... Oh, my!.. Have mercy on my 5 yrs old CPU. Btw at some point I've concerned direct placing of 3d-models to ZDoom, but think they'd were much more resource-consuming. About ports. It's a good idea to make versions for other ports, supporting decorations. Zandronum? DEngine? I've not investigated this yet. For now I think it just requires to rewrite configs with different syntax, maybe change folder names or something like this. I agree that idea is a very valuable outcome of this whole project.
  24. ssv_170379

    Happy Birthday, Ukraine!

    Today is 23th birthday (independence day) of my homeland Ukraine, maybe for the first time celebrated and accepted so widely by it's own people. Glory to Ukraine! Glory to the heroes! Goodness for all involved and empathic.
  25. ssv_170379

    HD sprites from Doom 3

    http://vimeo.com/104818450 I made level with all altered monsters to record a video in one piece. Suddenly I can't make comparison video because demo records in this level falls out of sync when enabling/disabling mod. I think HD sprites takes more time to process which leads to some frame drops, and seems ZDoom's record/play demo functionality can't handle this situation correctly. So for now, only new version. Also Vimeo does not understands 35 fps, so it drops some frames too. Maybe I should stretch video to 30 fps before upload. Don't know.
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