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furyweb

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Everything posted by furyweb

  1. furyweb

    Sprites 16 rotations

    So this is a Doom pallet version of it. Now its not complete fully but its basically drawn over from the render, used greyscale image from render then drew over it suppose like they did originally with doom. Personally I think it looks pretty cool and might continue down this path, thing is, its alot of work for 16 angle so i might be I just stick with 8. We will see...
  2. furyweb

    Sprites 16 rotations

    Which do you all prefer. Original Colour: Doom Pinky Colour:
  3. furyweb

    Flat Plane 3D model for sprites

    Sadley it doesnt work with sprites, only planes and flats and 3d models at the moment. Which would make things a whole lot easier for me lol
  4. furyweb

    Doom with PBR materials

    I think because it was never made official (Heightmaps anyway)
  5. furyweb

    Doom with PBR materials

    Here is an example, Diffuse (Far left) Normal (Left) Specular (Right) Heightmap (Far right). (Just one texture from my doom3 texture pack in progress)
  6. furyweb

    GZDoom Builder BF error

    So got myself a new SSD so did a fresh install of windows 10, all the updates done, installed GZDB BF and get this error now when I try to create a map. Anyone have any clue? Do I need to download something?. Was working fine before I did a fresh install
  7. furyweb

    GZDoom Builder BF error

    Never mind solved, didnt read the error lol. Just needed to download SlimDX lol.
  8. furyweb

    Shotgun Weapon with Reload

    So going off Gunlabs Tutorial : http://gunlabs.blogspot.com/2012/06/tutorial-new-ammo-types-and-weapons.html I am trying to create a simple shotgun that fires as normal but when reload is pressed (R) its reloads the weapon like a shotgun does. Ive got all the animations sorted its just not happening for me. Here is my code if anyone can help. Also I may put an alt fire in, but for now the fire and reload would be fine. Shotgun is 7 bullets max loaded. Side note im trying to do the 1 bullet at a time reload so it loops till I get the full 7 bullets loaded. Code: Actor Shotty : Weapon replaces shotgun { Weapon.SelectionOrder 1900 Inventory.Pickupmessage "Picked up Shotty!" Weapon.AmmoType1 "NewShottyLoaded" Weapon.AmmoUse1 1 Weapon.AmmoGive 0 Weapon.AmmoType2 "Shell" Weapon.AmmoGive2 14 Weapon.SlotNumber 3 +Weapon.Ammo_Optional States { Ready: HAND A 1 A_WeaponReady(WRF_ALLOWRELOAD) Loop Deselect: HAND A 1 A_Lower Loop Select: HAND A 1 A_Raise Loop Fire: TNT1 A 1 A_JumpIfNoAmmo("Reload") TNT1 A 1 A_PlaySound("weapons/shotgun/shoot") MPN1 AB 2 bright A_FireBullets (4, 4, -1, 6) MPN1 CDEDC 1 MPN1 F 8 MPN1 F 1 A_ReFire Goto Ready Reload: MPN1 ABCDEF 2 MPN1 F 0 A_JumpIfInventory("NewShottyLoaded", 14, 2) MPN1 F 0 A_JumpIfInventory("ShottyAmmo", 1, "ReloadWork") MPN1 F 1 Goto Ready ReloadWork: SGR1 ABCDEF 2 ReloadLoop: TNT1 A 0 A_TakeInventory("ShottyAmmo", 1) TNT1 A 0 A_GiveInventory("NewShottyLoaded", 1) TNT1 A 0 A_JumpIfInventory("NewShottyLoaded", 7, "ReloadFinish") TNT1 A 0 A_JumpIfInventory("ShottyAmmo", 1, "ReloadLoop") Goto ReloadFinish ReloadFinish: SGR2 ABC 3 SGR2 D 2 A_PlaySound("weapons/shotgun/insert") SGR2 E 2 SGR1 FDCBA 2 Goto Ready Spawn: SGPU A -1 Stop } } ACTOR Action_Reload : CustomInventory { Inventory.Amount 1 Inventory.MaxAmount 1 -INVBAR States { Use: TNT1 A 0 A_GiveInventory("IsReloading",1) Fail } } ACTOR Action_ReloadCancel : CustomInventory { Inventory.Amount 1 Inventory.MaxAmount 1 -INVBAR States { Use: TNT1 A 0 A_TakeInventory("IsReloading",1) Fail } } ACTOR IsReloading : Inventory { Inventory.Amount 1 Inventory.MaxAmount 1 -INVBAR } ACTOR ShottyAmmo : Ammo replaces shells { Inventory.Amount 14 Inventory.MaxAmount 56 Ammo.BackpackAmount 14 Ammo.BackpackMaxAmount 112 Inventory.Icon "SHELA0" Inventory.PickupMessage "Picked up some Shotty ammo." States { Spawn: SHEL A -1 Stop } } ACTOR ShottyAmmoSmall : ShottyAmmo { Inventory.Amount 7 Inventory.PickupMessage "Picked up a bit of Shotty ammo." Inventory.PickupSound "Beretta/Drop" +DROPPED States { Spawn: SHEL A -1 Stop } } ACTOR NewShottyLoaded : Ammo { Inventory.MaxAmount 14 +IGNORESKILL }
  9. furyweb

    Shotgun Weapon with Reload

    Here is the result: Thanks to you both!.
  10. furyweb

    Shotgun Weapon with Reload

    Weapon.AmmoGive2 7 works a charm :D. Thank you!
  11. furyweb

    Shotgun Weapon with Reload

    K tried it, works pretty much spot and looks amazing, only problem is when I pick the weapon up it wont fire unless I reload it from pick up. Is this meant to be like that, cause I was thinking pick it up either clip full or it start loading up automatic.
  12. furyweb

    Shotgun Weapon with Reload

    Oh wow thank you so much, you even included comments (which is a big help for me). Again thank you so much, will give it a crack :D.
  13. furyweb

    Doom 3 PBR textures

    Finally started getting back into doom stuff (some personal life problems), and this one kinda got left on the back burner, but because I want to use it for a project of my own, I will continue to work on it. I will focus on the Base textures first, just for you fella :D.
  14. furyweb

    Sprites 16 rotations

    Is that a model?. If so I presume if you have the animations setup for walking it probably wouldnt look as sharp
  15. furyweb

    Idle weapon animations

    Cheers for that fella!.
  16. furyweb

    Idle weapon animations

    Might be a daft question, but is it possible to do an animated idle animation for weapons or melee, and also if it is possible can I use more than one idle animation that is random so its doesnt look weird with just one idle animation. Thanks.
  17. furyweb

    Sprites 16 rotations

    Tried to make it more doom like and not as detailed. So just curious on what everyone thinks. This or the one above with all the detail?.
  18. May sound daft but here goes... So I want the sprite to move forward while performing an animation (attack). Is this possible at all?. Its a range attacked but steps forward as its throwing the projectile.
  19. furyweb

    Sprites 16 rotations

    So I got my setup from here https://zdoom.org/wiki/sprite Here is a picture of my sprites named and you can see file structure at the top. So I do each animation in folders. So sprites/hellknight/walk, sprites/hellknight/idle and so forth.
  20. furyweb

    Sprites 16 rotations

    I now have walking complete. Only 2000k+ frames to do lol.
  21. furyweb

    Sprites 16 rotations

    managed to find a a download for all the models fully animated and ready for cinema 4d. All I do is add cameras and lighting and then proceed to render out each direction one by one and edit in photoshop and then slade. :D
  22. furyweb

    Sprites 16 rotations

    Another video with the hellknight. 16 rotations, 8 animations per rotation, total amount of sprites/frames is 127. This is just an idle pose.
  23. furyweb

    Doom 3 PBR textures

    Just a quick update nothing special. Its my Substance Designer setup to get a specular and glossiness output, although the gloss texture isnt supported its good to have it just in case lol.
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