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Mr.Rocket

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Everything posted by Mr.Rocket

  1. Mr.Rocket

    Doom3 structures in Doom

    Well, there's njob which is fairly light weight and a bit limited, but may do the "job". I used it years ago when I was on the Hexen EoC team, but eventually switched to Crazybump when working on Arx EoS. ~ D3 Tech4 TC's. On first run, you'll notice that there's no diffuse to normal, but loading a diffuse in place of a heightmap works well enough for the conversion. Then in your paint program, make a grey scale image of your diffuse for your specular map. ~ a grey scale of your normal may also work. Contrast can be adjusted at this time. Other than that, there's Shadermap, which is a bit more robust. I'm fairly new to the program and it seems to be free as long as you get the Basic version. I just have a feeling it's going to pop up and say something about an evaluation but I haven't seen anything yet. If I recall, there was a hack to reset Crazybump's 30 day trial but I don't like using that stuff.
  2. Mr.Rocket

    Gzdoom model rotation speeds?

    Noticed the same, the hours weren't really doing much. I made some small adjustments and got the hours working at least close.. the seconds seem a little fast. after a few hours the seconds are around 5 to almost 15 secs off. < than. For the hours, it might not something practical but: .0001620370363888 ~ the same as the mins with an extra 0. it should actually be 1/4 x 5 per min I think, or every 1/4 per 5 mins, I think, though i'm no mathematician.. Though the mins (seem to be spot), atm. this was 3 hours later, after more than a few beers. Minus the hic-ups, it is mostly a functional clock, i mean you could order a pizza with it. But atm it's like money, whether more or less, it all adds up.. Will examine it for a couple days, and let you know where i see it might be fuck'n up. Cheers
  3. Mr.Rocket

    Gzdoom model rotation speeds?

    I got to think'n, or if anyone's tried to do this? If one was to create a model of a wall clock and place it in a map, how would it work? My idea was to place the clock model's dial in the map first, (a clock without hands, only its numbers). Then the second's hand, as a model, then the minute's hand also as a model, and of course hour hand as well. So then, the model is layered as a 4 piece model.. The dial is stationary and the secs, mins, and hour, have a transparent background, so the hands just need to rotate now. That said, if the other 3 models are rotating to keep time, then the rotation speeds for them need to be spot on. So my question is, (if we're talking about the second's hand), are the rotation speeds for models angles/degree, 1 degree per tic? Since it's moving, isn't it counting the 30 tics at 1 second per 1 angle increment? And 30 tics X 60 is 1800, if the sec's hand rotates at 30 tics, the mins rotates at 1800 tics, and an hour at 108,000 tics. Shouldn't the clock keep time? Thanks
  4. Mr.Rocket

    Gzdoom model rotation speeds?

    Ah very nice! I've also been working on a clock model but in this case it doesn't currently use model rotation (yet), but image frames, a lot of them, which then was what brought up the question. Now check this out, I downloaded and took a look at your model, works very well btw. But what blew my mind when I saw it was this: It's just a screenshot of the clock in my test map but do you notice something here? It sits on a STARTAN texture and almost the same place as the clock in your test map. It's not so much the texture since it's the default in UDB, but we both make a clock model and place it pretty much the same place in our test maps? Same texture and almost the same location? How the heck did that happen? lol
  5. Mr.Rocket

    Doom3 structures in Doom

    I used Crazybump for the most part, though I also used Materialize as well, and also didn't like the end results. Plus it's a bit tedious to work with when the program basically resets its self on every use. Crazybump however, is as simple as loading a diffuse, making slight adjustments for your normal and then save all. Unfortunately it's a 30 day trial, but you can make a lot of normals and specs in 30 days heh. Hah, that's good to hear! :P Cheers
  6. Mr.Rocket

    Doom3 structures in Doom

    Man.. that's a pretty amazing feat, to say the least. You spent a lot of time on that, impressive! ;) I ended up placing a couple of the models you used in your Mars City 1 recreation for Doom and applied some PBR materials to them: Here's a short video I fixed up to have a look in a test map I made. ;) https://youtu.be/7w8a09BumQw Also, you'll see I updated my pipe model (made in DoomED), which is actually 4 models. ~ it looks nothing like the one I made up there at the top of the page, now it looks a bit more to scale, pretty much like it should.. used Misfit to get the D3 textures to look proper with it, and Crazybump to generate the normal and spec textures for pretty much everything. And placed that Doomguy model I made a little while back in Sculptris in there, for the hell of it. ~ he currently has no animation, but I set up a mirror so we could see him sliding around heh. Here's the material script I gave to the models: //models material texture "models/diabxsm.png" { normal "PBR/normal/diabxsmn.png" specular "PBR/specular/diabxsms.png" metallic "PBR/metallic/diabxsmm.png" ao "PBR/ao/diabxsma.png" roughness "PBR/roughness/diabxsmr.png" specularlevel 5 //2 glossiness 15 //12 } //shpgcrt material texture "models/shpgcrt.png" { normal "PBR/normal/shpgcrtn.png" specular "PBR/specular/shpgcrts.png" metallic "PBR/metallic/shpgcrtm.png" ao "PBR/ao/shpgcrta.png" roughness "PBR/roughness/shpgcrtr.png" specularlevel 2 glossiness 12 } Even though I added all the textures here, it likely only needed the normal and spec, and of course diffuse. I noticed this, I put some pipes in the ceiling that was doing something like this. was easy enough to adjust its bounding box though.
  7. Mr.Rocket

    How to make a filler map?

    I'd do something like a large warehouse area or something to that nature where there's not really much to explore or to do but make it from one end to the other.
  8. Mr.Rocket

    Stacking 3D floors in Hexen format?

    Here's something I made a while back demonstrating stacked 3dfloors: https://www.doomworld.com/forum/topic/113250-3d-steps-demo/
  9. Here's an interview with Mr.Galt where he talks about his various VO's and acting: https://youtu.be/dLD1f3aHFfo R.I.P Mr.Galt, you will be remembered.
  10. Mr.Rocket

    How was this floor made?

    It's hard to tell since it's such a dark screenshot. Anyway, is the floor you speak of a possible completely transparent 3d floor? Or are you talking about the mosaic style floor texture down below?
  11. Oh btw @Jark have you updated the brightness in your map yet? It still seems pretty dark in there, in the Beta2.2 version anyway. ~ btw, it's a good look'n map and I like the flow, but it's just a bit dark is all.
  12. Ah, well you probably should have grabbed my update from yesterday in my previous post then, heh. :P Cheers!
  13. Mr.Rocket

    Post your Doom textures!

    Holy smokes, there's a lot of kick ass looking skies in this thread!
  14. Ok, here ya go @OpenRift: MR_final_updates_1_29_22.zip Btw, why is it that people who play on skill 1 aren't allowed to use the plasma gun or BFG? Also, I've been putting monsters in some of my DM maps for the past, what, 30 years? Why are they not allowed now? Hell they're even in dweller maps lol. -nomonsters is usually a pretty standard command for DM, ya know. I mean it's not that big of a deal, just wondering.
  15. Yeah but I already have rocket launchers etc sitting around. I think since it's skill 1, maybe I'll just put blue armor in those spots where I have the BFG's. And a big box of rockets where the plasmagun would have been.
  16. So remove cell ammo on skill 1? does this include removing the plasma gun and BFG from this skill setting also?
  17. What not have an exit sign? I'm not really sure what you mean. Is this something new in DM now days to put a secret exit in? lol Do mean a 2nd exit? or a 2 switch exit? or hit switch run to the exit before door closes? It's DM, do you mean to have a secret area message trigger?
  18. Mr.Rocket

    How to organize

    I do stuff like randommapname_013_music_1.wad If I'm trying to find some good music etc. ~ just an example, I usually just change that in mapinfo. Or, randommapname_014_test001_3.wad If I'm adding a new area to the map but not sure if I plan to keep it etc. You get the idea. either way, your original awesome version doesn't get changed.. ;) And in between all that I make random saves as new name or number: _013 _014 _015, then go back to working on the map. ! also make backups of the whole project, map, sounds, textures, etc etc and place it on a different drive, thumb drive or even google drive!
  19. Everybody just went on vacation or..? :D What's the word fellas?
  20. Mr.Rocket

    Doom3 structures in Doom

    Yeah, I'm pretty new it too.. I've made a few small models, mainly in Sculptris here and there but recently tried this sort of thing out in DoomED. It's actually pretty quick and simple to do in DoomED if you sort of know your way around the editor. After making a modeldef and decorate etc, it really only takes a few minutes to get a an .obj model in game. Yeah I suppose a project could take off with the idea, but at the moment this is for the most part a "hey did you know you could do this?" sort of thing heh. Here's the above scene updated a little: Yes, I added PBR materials so it would have that D3 plast.. bumpmap feel to it. ;) ~ the yellow ladder runs/steps were the last thing I added to it. They are a little too big, as you may notice, but they seem to be the perfect size for stair railings! And there's something in this which is the first time I tried also, the bloody decal texture on the floor, of course has transparency and a little translucency around its edges right? Well, I also applied PBR materials to it, so it's good to know that these sort of detail materials can be applied to translucent textures as well. ;)
  21. Mr.Rocket

    Doom3 structures in Doom

    heh, lol I also noticed that small terrains could be made via a .9.9.9 Patch Mesh in DoomED and exported the same way, although I wouldn't go and make anything larger than 1024x unless it was used as a simple backdrop, like a background mountain side or something. These are mainly just meshes I'm talking about here, so if you decide to try this out, try not to make any real complex structures as UDB's render mode probably wouldn't like it. ;)
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