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Everything posted by Crisis King
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You know what? I've got a 9800pro but in another 3-4 years I'll probably trying to get my card to work in the latest game and probably with similar results...I mean how old is a Voodoo 2 anyways? 4-5-6 years? Damn upgrades, playing computer games is an expensive habbit.
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There's always room for the SpiderMastermind. I'm not liking this new expansion pack so far except for the db shotgun. They need to change locations like someone here said before, you get sick of seeing the same textures and locations after a while.
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It has a lot of potential but it's not quite there yet. This stuff is pretty new and I think they use it on UE3.
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Yeah lol, I thought it was an early trailer for the movie out next year or so. You had me so confused!
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Hey Shred18, to generate normal maps you need this nVidia plugin for photoshop, it's very easy to use, PM me if you have any problems. http://download.nvidia.com/developer/NVTextureSuite/NormalMapFilter.8bf (PS It's Crisis not Chris, I got it from the name of a song, ;) )
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Right at the end before you fight the CyberDemon there are guys impaled on stuff everywhere. Theres one dude who's decapitated, no arms or legs and he's squirming around. Very cool, it actaully felt like a Doom game!
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is there gonna be a doom3 (hell on earth) mod?
Crisis King replied to dark santaclaus's topic in Doom 3
Oh you're right. I didn't know they updated that site already, I think the imp would look a bit better if it had it's mouth open like the original. The mod you posted looks sweet. Can't wait for both! -
Doublepost yeah I know sorry, but what program did you use to make that...Max/maya/lightwave or something else?
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Try this Shred18 (got it from Doom3world.org). Nice model, very true to the original! ----------------------- EvilEngine wrote: I still need to figure out how the game selects different ids for custom meshes. find the cacomdemon .md5mesh in pk002 - find this line: Code: shader "models/monsters/cacodemon/cacodemon" Change it to whatever your shader is named, save it as mycacodemon.md5mesh in base\models\md5\monsters\cacodemon Now open the monster_flying_cacodemon.def in pk000 - find this line: Code: model monster_flying_cacodemon and change it to: Code: model monster_flying_mycacodemon Then find: Code: mesh models/md5/monsters/cacodemon/cacodemon.md5mesh Change it to: Code: mesh models/md5/monsters/cacodemon/mycacodemon.md5mesh Then find: Code: entityDef monster_flying_cacodemon and change it to Code: entityDef monster_flying_mycacodemon Save this in base\def\monster_flying_mycacodemon.def Now you have your own cacodemon! -----------------------
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Is it just me or does the light's brightness property doesn't actually work?
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is there gonna be a doom3 (hell on earth) mod?
Crisis King replied to dark santaclaus's topic in Doom 3
The thing is, the mod team I just showed you all had permission from ID software to do it. Since they're a professional mod team I'm thinking we'll be in for a good mod! -
is there gonna be a doom3 (hell on earth) mod?
Crisis King replied to dark santaclaus's topic in Doom 3
Is this the one? http://mods.moddb.com/3636/ -
Do you think HL2 will have better graphics than Doom 3
Crisis King replied to KLittle123's topic in Doom 3
Well we are talking about a "Next Generation" game here aren't we? Imagine if all the new games/engines such as Unreal Engine 3 weren't making progress. If that were the case and no companies tried to improve their engines we'd still be playing on the Build engine or the original Doom engine...All I'm saying is with "Source" being a next-generation DX9 engine, I'm sure they couldv'e done something better with their Nintendo-like shadows. I agree about Doom 3's shadows though. No shadow is 100% black. -
Do you think HL2 will have better graphics than Doom 3
Crisis King replied to KLittle123's topic in Doom 3
The only major flaw in the Source engine is the SHADOWS! They're garbage. This is meant to be a next generation game yet characters' shadows are in a different direction to the buildings shadows. I've seen shadows that are cast on a guy and he's standing next to a pole and there is no shadow on the pole. Also sometimes the shadows don't even connect to the characters foot sometimes. It's garbage, they need to implement realtime lighting in that source engine! I'll get screens for you if you want... -
I've got a problem when opening up D3 editor, you see it changes my gamma and its really bright and when I exit d3radiant windows is really bright anyone know how I can fix this?
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Will you stop making Doom levels in favor of Doom3 editing?
Crisis King replied to Deathmatcher's topic in Doom 3
Me 2 as well, although I never really made levels with the original doom just changed some textures around. -
Oh, so I have to download the texture pack, put it into photoshop make a specular map with the nVidia normal map plugin in and whack it into Radiant? Damn that sucks, I'm gonna have to download that 200mb Doom 2 textures pack on my 56k, :(
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That floor! Where did you find it? I've been looking for it all over the d3 texture directory, do you have the name of it? I really need it, thanks!
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Was this a bug? Can you expand aa little bit more on this one please?
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Birdman got booted outta the game. The second monster is in there, I think. He's the real short monster that kills the asian marine in the cutscene, you know the one with long blades for arms...
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I'd believe that.
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I'm making a few old maps and I think I'll add stuff like windows (where the gaps are to the outside), maybe a few rocks outside but I'll keep it very close to the original! Nice map though, Lazer...keep em comin'!
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Okay I've got most things covered. I'm making the e1m1 map like every man and his dog, but I'm having a few troubles. I was just wondering if you guys could help me out. I'll post some screenies after I get a couple more hours to work on it on the weekend! 1) How do I import my own textures into the map? I've tried saving all my textures into .TGA's and I put them into the D3 texture folder but the editor doesn't seem to pick them up! 2) I know how how to make bump-map's and specular maps but how do I tell the editor to use them? The only texture I can get working is the Diffuse. 3) Anyone know how to get doors working, any good tutorial links? 4) Is there an option of setting the default ambient lighting, or do I have to spread omni's out everywhere (which isn't really a good Idea espectially for shadow/fps problems but at the same time I don't want pitch black levels,) :) 5) Lastly, getting your own skyboxes in. I've got some sweet high res graphics of those green mountains with mist all over it, Does anyone know how to get these working. I used to do it in valve's Hammer editor but I'm lost in D3Radiant. Thanks for all your help and I can't wait to show you guys my map! EDIT: Ummm I'm so stupid I just found a site with a ton of tutorials, DAMNIT. Mods please delete this thread, but if anyone is still willing to help out I'm all ears. Sorry again, :( :( :(.
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Well I'd say that's impossible...I mean a pistol against two hell knights with 50 bullets on nightmare mode? LOL!