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Everything posted by Cherno
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It would be a good fit for Rampancy :)
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I made an X-Com mod long ago, using the new version as a base: https://forum.zdoom.org/viewtopic.php?f=19&t=61243
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Some Starcraft II units.
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Best software to create Doom/Duke3d type sprites?
Cherno replied to mankubus's topic in Doom Editing
I am not sure why one would render sprites at a higher res only to downsample them later. It'd be far easier, and probably yield better results, to render the sprites at the correct res in the first place. One thing to keep in mind: Event at 2x Dom res, humanoid sprites will become a pixelated mess, especially in the face area. Note how Doom's sprites actually have a lot of hand-painted pixels in them, like faces. Also note that the clay figures that were used for some of the characters have big extremities that can carry more detail at lower resolutions. -
Project Osiris - Alien Breed 3D for GZDoom (v1.0.3)
Cherno replied to Arcturus's topic in WADs & Mods
I vouch for this TC! This is the definitive edition of Alien Breed 3D. -
I would like to, if I find the time.
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I started one about two years ago. My plan was to take the general gameplay and scenarios of the boardgame Mansion of Madness and put it into GZDoom using AitD assets. This was before I got the experience with model in GZoom I have now, so I abandoned it eventually because I was not happy with how things looked and worked. I would like to get back to it eventually, but there are always so many projects I am working on and so little time... ;)
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There is a Unity project that allows importing models and rooms into the Unity editor. I believe it's called Alone in the Dark Model Viewer or something like that. The "texture", however, is just a palette-like bitmap file of 256 colors, similar to the one in Doom, and all model surfaces are set to one of the colors (since the AitD model surfaces are either mono-colored, noise, or fake reflection. I'm pretty sure that AitD's PAK format has nothing to do with the one used for Quake.
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I started a TC for GZDoom some time ago called ONSLAUGHT, which focuses on melee combat in the vein of Dark Messiah of Might & Magic.
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There's the Iron Assault TC which is pretty nice: https://forum.zdoom.org/viewtopic.php?f=19&t=68096
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I almost didn't notice this TC until I saw it in the Doom Corner thread on the EDuke32 forums. This look so cool! I love graphics that look hand-painted and can only imagine the amount of work this must have required even so far without full rotations for characters etc. Keep it up!
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Locust Drone from Gears of War 1 2x resolution. I have created a complete pk3 file ready to be loaded with GZDoom. It includes a complete replacement for the Zombieman for testing purposes: Custom behavior, attacking while moving, gibs, and also sounds for all actions. All my sprites can be found here: Cherno's Sprites
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Gunner from Quake II 2x resolution. All my sprites can be found here: Cherno's Sprites
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Ogre from Quake. 2x resolution. All my sprites can be found here: Cherno's Sprites
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Kingpin has the best looking one, especially for it's time. It's effectiveness is marred by the fact that while it does set things on fire pretty quickly, the damage while burning is fairly low so it takes quite some time until an enemy burns to death. However, burning enemies can be killed by a single hit from another weapon, making the flamethrower something of a novelty weapon.
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https://forum.zdoom.org/viewtopic.php?f=46&t=58059
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Post your Doom video! [but don't quote video]
Cherno replied to DuckReconMajor's topic in Doom General
Was bored, wrote a Gameboy shader, used it with Voxel Chibi Doom!. I regret nothing. -
I hope models are ok too... Stop! Hammertime! even the pants are just like MC Hammer used to wear
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ONSLAUGHT - GZDoom meets Dark Messiah of Might & Magic
Cherno replied to Cherno's topic in WADs & Mods
Link fixed, thanks :) -
ONSLAUGHT - GZDoom meets Dark Messiah of Might & Magic (plus Head Soccer!) ONSLAUGHT is a melee-focused mod for GZDoom, inspired by Dark Messiah of Might & Magic. It is set in a dark, barbaric fantasy world where you have to fight through arenas filled with deadly enemies and traps. Gameplay features: Kick your enemies into spikes and lava pits! Bash them with your shield to stagger them, or block their attacks! Use power attacks to deal vicious blows to your foe! Execute fallen enemies to gain rage! Collect enough rage to enter rage mode, becoming an unstoppable killing machine! Participate in a match of Head Soccer! Description: ONSLAUGHT started as a simple melee mod after being inspired by the old Barbarian I and II games from the 80s. To add to the deadly feel of combat, the first thing I added was the ability to kick monsters into spike walls that happen to stand around everywhere, in turn inspired by the awesome melee combat system of Dark Messiah of Might Magic. This gameplay style lends itself well to arena-like maps where having all these traps around you actually makes sense ;) I went for a dark and brutal fantasy scenario as seen in Dark Sun or the world of Conan the Cimmerian. In my opinion, model-based actors work better for melee combat due to the smooth frame interpolation, so I added some monsters from Quake and gave them animations for their new abilities and special deaths. To make combat more tactical, enemies can block attacks and won't run around like headless chicken between attacks. The HUD was kept very simple and is in fact not visible most of the time; this is a direct copy of the HUD from Skyrim. Besides stamina and health, I added a rage mechanic that lets you enter a berserker-like mode for a short period of time. Since kicking heads around just had to be included, I also created a soccer field that even tracks score and has (zombie-)cheerleaders. Included so far: Maps: One map consisting of two arenas (plus a Head Soccer match) Items: Gauntlets, axe, wooden shield, rage pickups Enemies: Knights, deathknights, zombies Development notes: The spikewalls were the first thing to be implemented and went through many iterations until I got their behavior (or rather, their victims' behaviors) mostly right. I had to rig and animate the Quake models for the new monster death states, which later came in handy when I wrote more advanced enemy behavior, where they would be able to block your attacks. The player has the ability to kick as well as block and bash with his or her shield plus use power attacks, which all had to work flawlessly together. After I noticed that the player can get surrounded quickly, I added a ground stomp which sends enemies flying away to make for some breathing space. What I would like to add: Power attacks and kicks/bashes for enemies Slow motion / bullet time to dodge enemy power attacks More enemy types, including archers (to make shields even more useful) More weapontypes: Hammers, swords, and two-handed versions of everything Player skill system for longer rage mode, stronger kicks, more damage for power attacks while sprinting,... More maps and traps (fire, or jumppads that launch enemies into ceiling spikes!) More variety in the encounters apart from "monsters plus traps in arena" Some kind of armor system, possibly Boss fights Recommened with: NashGore (highly recommended!) A Patch to change NashGore's footprints to a more medieval style has been included. Download: Onslaught development thread The archive includes batch files to play without any other mods, with Nashgore, or with NashGore + ZMovement (patch included) ONSLAUGHT works with either Doom II or Hexen IWADS (Hexen is preferable for the more fitting music). Credits: Raven Software - Assets id Software- Assets Boondorl - Spike Wall relative velocity math, Overlay/PSprite help Jekyll Grim Payne - Overlay/PSprite help Nash - Nashgore Ivory Duke - ZMovement HorrorMovieGuy - Quake asset conversion & actor code Hewson Consultants - Title & title screen art
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what are you working on? I wanna see your wads.
Cherno replied to everennui's topic in WAD Discussion
Onslaught development thread -
[GZDoom] SimSun Shader - Simulated directional light for models
Cherno posted a topic in WADs & Mods
This shader shades a model as if there was a lightsource coming from above, like the sun, sky, or moon outside and a ceiling light inside. The effect is subtle but noticeable. The flat lighting on models bothers me since most Doom maps don't have any, or not enough, dynamic light sources to properly light a model, resulting in a very flat look. You can combine this shader with GZDoom's ambient occlusion to further enhance it. The shader works per-texture. If you are not familiar with using shaders, just check GLDEFS and add your own model textures. (thanks to Kizoky) Download: SimSun Shader - Simulated directional light for models on the zDoom forums https://forum.zdoom.org/viewtopic.php?f=103&t=67183&p=1134938 Load TESTMAP to see some sample models in action. //SimSun Shader by Cherno const float pi = 3.14159265359; vec4 Process(vec4 color) { vec3 lightDir = vec3(0.75,-1.0,-0.5); //Doom map axis: x,z,y //with 1.0-1.0,-1.0, the light comes from the north-west-west diagonally downwards, if north is towards the top of the (auto or editor)map vec2 texCoord = gl_TexCoord[0].st; vec3 l = lightDir; vec3 n = normalize(vWorldNormal.xyz); float angle = acos ( (l.x*n.x + l.y*n.y + l.z * n.z) / ( ( sqrt ( (l.x*l.x)+(l.y*l.y)+(l.z*l.z) ) * sqrt ( (n.x*n.x) + (n.y*n.y) + (n.z*n.z) ) ) ) ); float lightLevel = angle; lightLevel /= pi; //from here on out, you have a lightLevel between 0.0 and 1.0, depending on the angle of the surface relative to lightDir. //a lightLevel of 0.5 results in the pixel at it would appear with no shading from SimSun at all. //you can add calculations to the lightvalue if you wish to increase, decrease, or shoft the effect. lightLevel += 0.25;//shifts the lightLevel so it gets slightly lighter, so there are less extremely dark areas return getTexel(texCoord) * color * vec4(lightLevel,lightLevel,lightLevel,1.0); } -
[GZDoom] SimSun Shader - Simulated directional light for models
Cherno replied to Cherno's topic in WADs & Mods
Update: SimSun 1.1 Corrected the lightdir shader variable so it now doesn't need an inverted z value. Shifted the light level by 0.25 to lessen the amount of extremely dark areas. Added a cube model to the TESTMAP. See first post for the latest version.