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About xanrer

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    Warming Up
  1. Well he might release some updates, or at least share the source code. I realy want to see that real time dynamic lights at work.
  2. it has real time dynamic lights and no limits of multi sector on top of eachother, i would call it 2.75D at this moment :p
  3. Are there mods for?

    Hmm i got your point but isnt this give and take, i mean you will lose the blood falls animated textures if you do this.
  4. Are there mods for?

    Hmm actualy that makes sense.. No specific mod for it :/ ... Indeed.
  5. I agree on that we definitely need some sort of tutorial or a wiki article. Also i would love to see maps created in build 2. If anyone did (doesn't matter if it's good or bad) please share with us!
  6. Yeah, i mean just a dn 3d remake would be enough for me actually.
  7. If you didnt heard of it allready here is the link: http://advsys.net/ken/buildsrc/build2.htm So have you guys tried the BUILD2? What is your thoughts on it? For me personally i need some time to got used to it, compare to builders i use, build2 was really advanced (to work with at least) and also gave me some motion sickness in 3d mode kek, for real don't do 360s to much in that thing. But overall im glad he actually be able to came out with a really nice 3D(ish) engine after all of this years. So what are your personal thoughts about it, what are pros and cons for you?
  8. Few voxel questions

    Got it.
  9. Few voxel questions

    thanks dude!
  10. Few voxel questions

    Hmm thank you. So im guessing that i also can move voxels for example i attach the voxel object to a door so when the door goes up the voxels follow it as well correct? Kind of a dumber question but how do we implement voxels do we just put it in a pk3 and use that as source? If yes are they in the things mode?
  11. Are there mods for?

    hmm :/ i really wonder how SGtMarkIV pull it out. im all ears if you hear something about it. well its kind of a fantasy at this moment :p idk why but i have this unexplainable love for zdoom. thank you for your quick response.
  12. Few voxel questions

    Hi there, i have few questions: I want to import the vox or any supported file that i made in magicalvoxel is that possible? How can i gave it collision? Is there a way to make texture of the voxel animated in game?
  13. Are there mods for?

    Are there mods for: Being able to make bullet holes at ceiling and ground (exept for bd)? Making the vanillia wall textures animated (for example changeing screens on computer textures)? Making the hud on zdoom flattened like gzdoom?
  14. Hi, it’s me again, I’m gonna do some boring talk so if you don’t want to read that please skip the parts with italic font and just read the parts with bold font. You may or may not know that I created a map before this about e1m1 with psx like colors this one is kind of a follow up for it. So unlike the other one this mod uses gzdooms open gl feature called light shadowmaps. For explaining in the shortest way light shadowmaps are pre calculated shadows for dynamic lights. It’s really underrated but that’s for a reason, it’s quite the pain in the stuff. Because of its kind of in an early state it does not support moving objects such as doors and elevators. The lights penetrate through doors or elevators that are possible to move even though they actually are in a closed state. Also because of all the dynamic lights in gzdoom are sphere lights and they don’t support directional lights (at least in my knowledge) it can be really annoying to work around with some shadow effects. Yet im here for showing the potential of light shadowmaps on classic doom level e1m1 with this map. I started this project months before I created the colored e1m1 but after 3 days of working around it I just abandon it because of some difficulties and because of how new at map making in doom I was. But after I done with psx style e1m1 I said that maybe I come back to this idea and find a way around these difficulties. So I done gl version in a day and made an extra 3d ceiling lights version of it. I really was fascinated with the 3d ceiling lights idea of “CR4ZZY D Productions” so I wanted to mix my gl lights idea with his idea from the second I saw his video. Of course because of how doom is rendered, the 3d lights version cause some serious frame drops at some parts such as the last 2 rooms so in a way these two versions of the map I made are literally show offs and I never intend on making the other levels of doom. So let’s get to the technical parts shall we? You can run this map only on gzdoom you also have to open light shadowmaps feature (its off by default), you can find it at Options > Display Options > Dynamic Light Options. Also the first button that gets you to outside isn't working due to Light Shadowmaps'es nature but don't worry you can get to outside from the back door. And obviously you need doom1 iwad for this. Here some pictures: And one for the 3d ceiling lights: If you have any questions/feedback please read the part with italic font first. Also i coudnt find the forum rules so i dont know if its forbiden to use another sites link but just for easy tracking and uploading i will use my moddb link: Download Also for some unknown reason using smoothdoom mod helps with the frame drop issue for 3d ceiling lights version. You can also check out the OG psx style colored lights version by clicking this Credits to: -DRD Team for GZDoom builder -CR4ZZY D Productions for the 3d ceiling lights idea -Kippykip(fenderc01 for PSX Doom TC, ULTRA_LASER for HD PSX Sounds, perkristian for HD PC sounds!) (i get most of the color data from there) -Brutal doom discord community -Countless people from youtube and doomworld (i am so sorry for not getting the names next time if i make a mod i'll write all the names)
  15. PSX like Colored E1M1

    Well first of all i have to convert everything to udmf, thanks to gzdoom builders system fix at least the level geometry and the textures are correct yet there is still some few things that are time consuming. Firstly i have to manually convert every action to udmf and actions in psxdoomtc and original doom are different in some places. This might look like a little task but i really don't know much about actions in gzdoom builder and i can't use original doom format either because i want to keep alpha transparent textures and if i want to expand the idea on the level afterwards udmf is lots more advanced. Not just that but if you look at the level you can see that i actually played with some light levels, these kind of things that i have to decide and because im really judgmental and its really hard to satisfy myself, not just that but i also have to decide which type of geometry i have to use on different places for example making that wall alpha texture. I could just say "original is better" but i have to find the perfect mixture of both of the levels. These might look really little things but another thing is e1m1 is one of the smallest and most basic level in doom1 and if i have to do this for all of them im afraid i would be stressed out (don't worry i know im kind of a little bch, you don't have to tell me :p).