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furyweb

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Everything posted by furyweb

  1. How's the model support for k8vavoom. I am thinking of a stand alone game/ tc using this source port.
  2. furyweb

    POSSEST (Remake - Commercial)

    Looks amazing fella. Look forward to playing it!.
  3. Does K8vavoom have a max FPS, I cant seem to go above 65fps with or without VSYNC.
  4. Just thought you would like to see that bluedrake has covered your mod
  5. furyweb

    Sprites 16 rotations

    So just thought I would test and see what 16 rotation would look like on a sprite. Its a doom 3 model that I setup and then converted to sprites. Its also only one frame per rotation for now. What do you recon to the 16 rotation or do you prefer the standard 8?.
  6. 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?.
  7. furyweb

    Billboard with 3d plane

    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.
  8. furyweb

    Billboard with 3d plane

    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.
  9. furyweb

    Billboard with 3d plane

    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.
  10. furyweb

    Putrefier - Water Reflection

    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.
  11. furyweb

    Putrefier - Water Reflection

    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.
  12. 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.
  13. 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.
  14. furyweb

    WRATH: Aeon of Ruin (a new game from 3D Realms)

    Been following you KillPixel and man does this game look GOOD!. Look forward to trying it out and playing :D.
  15. furyweb

    Models and shadows

    Is it possible to add shadows to md3 models, even if its a blob shadow at there feet. Cheers!
  16. furyweb

    Doom 3 PBR textures

    So ive been working on doom 3 textures that are PBR aswell. Been a pain to sort out but so far ive managed to do the hell textures which is 67 in total. I will be working on each set and release the pk3 one at a time. Took me about 3 days to work the 67 here. Also the original textures ive tweaked for doom 1/2 so they fit more with the classic textures and size wise. Hopefully give some of you guys something to play with for mapping. DOWNLOAD LINK: https://mega.nz/#!VLxigK6T!F9nj3FWNLtp-xPQp1Lbw0zY4WHMJ1ZZulOiKcemNVCc VIDEO:
  17. furyweb

    Screen effect on successful hit

    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
  18. So I want to created "A_ZoomFactor" effect, or for that matter other effects on a successful hit for my weapon. Is this possible with decorate?. Thanks.
  19. furyweb

    Screen effect on successful hit

    So I figure I could do this with a A_JumpIf but the problem is what do I use for monster being hit. I Tried "pain" "A_Pain" and just get and error so the ? mark is where I need something for this to work AltFire: MHP1 ABC 2 MHP1 DE 1 TNT1 A 0 A_Jumpif (? "AltFire2") MHP1 F 4 A_CustomPunch(20, FALSE, 0) MHP1 GHI 2 MHP1 JK 2 Goto Ready AltFire2: MHP1 ABC 2 MHP1 DE 1 TNT1 A 0 A_ZoomFactor (1.050) MHP1 F 4 A_CustomPunch(20, FALSE, 0) TNT1 A 0 A_ZoomFactor (1.0) MHP1 GHI 2 MHP1 JK 2
  20. So I managed to create a foggy ground with my own warping texture on multiple 3d floor layers. I also want to create fog above it. Ive tried to look at some sfx especially one called FOG_Generater. But for the life of me I cant get it to show up in GZDoom Builder. How do I go about making one myself. Ive tried reading up on the decorate thing on wiki but dont understand it to well. Im basically wanting to place a fog sprite down that may have a few frames of animation. Any ideas. Thanks.
  21. furyweb

    3D Models FOV

    Is it possible to change gzdoom FOV for fps models. Ive got the model all perfect in the fps but when I throw a punch (fist animation) the hand stretches out stupid like its set on a FOV of 47-50 which is way to much for doom, it should be around 30-35 for doom. Cheers!.
  22. furyweb

    MD3 Models and frames

    So I have managed to get a model in game, working with textures and normal/spec, and ive got it animating somewhat. Problem is the animation is 60 frames long. Now from what I can gather I can only have the max of the alphabet letters A-Z. Or am I wrong and how do I go about getting it to play the full 60 frames. I checked https://zdoom.org/wiki/MODELDEF But there is only so much you can get from there. Nothing about max frames or whatnot. Cheers!.
  23. furyweb

    MD3 Models and frames

    Cheers fella. Although I ended up just shortening the animation frames in cinema 4D, which to be honest doesnt look to bad after running it through Noesis, plus you control the animation framerate through doom tics :D.
  24. So I know gzdoom supports models md2, md3, obj. So basically out of my own curiosity I want to add normal specular to sprites, but we cant as of yet so I was thinking of using a flat plain and then just adding materials/sprites to it, now I am not bothered about how much work it would take, all I am looking for is maybe some idea on how I can go about doing this. As in how do I create a plain that would house the textures?. then swap the textures over for each frame of animation/rotation?. Any help would be amazing. Thanks!.
  25. furyweb

    Post Your Doom Picture (Part 2)

    Hellknight from Doom 3 painted over and spritified. x2 size
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