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How's the model support for k8vavoom. I am thinking of a stand alone game/ tc using this source port.
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Looks amazing fella. Look forward to playing it!.
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Does K8vavoom have a max FPS, I cant seem to go above 65fps with or without VSYNC.
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[WIP] Selaco - a brand new standalone shooter running on GZDoom
furyweb replied to SelacoDev's topic in Total Conversions & Full Games
Just thought you would like to see that bluedrake has covered your mod -
Higher res lightmap would be amazing. The sprites casting shadows would be pretty damn cool aswell. Would you not be able to apply some sort of blue effect from the effected shadow cast from the sprite?.
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So basically I want to create sprites with normal and specular maps. Problem is there is no way of doing it in GZDoom only on textures. So my other solution was to use a flat 3D plane and have the sprite displayed on that and then change as you move round it.
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So just like the 2D sprites as you rotate round it, it shows all 8 angles. Well I want the sprite to change or in this case the texture to change to the angle ive rotated round the 3D plane.
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IS it possible to do a billboard effect with a 3D model plane. I want to be able to move around it and have the texture change to the 8 angle as I go round the plane, but also have the plane face you as you go round it. Is this even possible.
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Still dont get how to do this. From what I am gathering, your copying stuff from the putrefier pk3 and pasting it into a new wad and setting the sectors to the same numbers that were on the original map?. So does that mean the effect is coded through ACS in the original pk3?. Thanks.
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I stumbled upon this map by mistake, and damn is this map amazing quality. One question though is how is the reflection in the water achieved at the beginning of the level. I have opened it up in GZDoom Builder BF and checked everything, and maybe I am missing something but no way can I see how its been achieved. I know its not floor reflection in the texture options due to the fact it performs so well in game and plus the texture in the map editor does not show the option enabled. Thanks.
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Will you every get PBR or at least specular/normal textures working with this. Ive just tried it out and the lightmapping is genious and looks great although, I would love a higher resolution on the lightmap. Thanks.
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So with all these retro fps titles making a come back slowly what would you want from one. Taking ideas from all the 90s and early 2000s what would be your ideal and fun retro FPS. Mine would be a mix up of doom and quake 2. Like a mash up of both.
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WRATH: Aeon of Ruin (a new game from 3D Realms)
furyweb replied to Man of Doom's topic in Everything Else
Been following you KillPixel and man does this game look GOOD!. Look forward to trying it out and playing :D. -
Is it possible to add shadows to md3 models, even if its a blob shadow at there feet. Cheers!
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YES!!!. So after hours of reading on forums and zdoom wiki I found the solution. And its so friggin simple and stupid anyway AltFire: MHP1 ABC 2 MHP1 DE 1 TNT1 A 0 A_JumpIfCloser(128, "AltFire2") //This checks to see how close the monster is then jumps to said state MHP1 F 6 A_CustomPunch(5, FALSE, 0) MHP1 GHI 4 MHP1 JK 2 Goto Ready AltFire2: TNT1 A 0 A_ZoomFactor (1.050) MHP1 F 6 A_CustomPunch(5, FALSE, 0) TNT1 A 0 A_ZoomFactor (1.0) MHP1 GHI 4 MHP1 JK 2 Goto Ready