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ZardoZ

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About ZardoZ

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    Warming Up
  1. ZardoZ

    Doom via Quake2 engine?

    Nexuiz is a highly modification of Dark Places, that are a highly modificated version of Quake Engine. An on his web page,s they talk of "nexuiz engine" or "Dark places engine"
  2. ZardoZ

    Doom via Quake2 engine?

    Running over EGL : I'm trying to see how convert it to Q3bsp, And I managed to get the E1M1 map from it and run it on Nexuiz (but without textures, etc...) in Q3BSP
  3. ZardoZ

    Doom via Quake2 engine?

    Holy Shit!! It's good made for his time. I played wich EGL sp, and looks much better. Now think how could look if you add hig-res textures, MD3 models, Doom weapons and items , etc...
  4. ZardoZ

    Better doom or Half-life?

    Hal-life not is a bad, game, but Doom is better (What hells think that the people of a Doom forum will respond ?). Even, when i played Half-life for first time and see the story, i thought that was a "copy" of Doom background story (Aka, experiments which transporters -> invasion from other dimension....)
  5. ZardoZ

    Um... Were i saw this ?

    It's the idea. Even I will make GZDoom/skulltag config files.
  6. ZardoZ

    Um... Were i saw this ?

    From Doom 64 : Basic texturing this :
  7. ZardoZ

    Doom via Quake2 engine?

    Not really. Since Q3 was release,s some pieces of his coed, was reused in Q2 sp and variant Engines ... If you see Nexuiz, ever you can think that is a SP of Q3 (but not!!) It have a really good FX and graphs (but a very bad physic engine), and overpass Q3 Arena which HDR and lots of FXs. The only SP of Q3 is ioquake 3 and not introduced new effects, only try to improve the code and speed of the game. If Doom must move out of his natural engine, are three natural ways: -Over a Quake 2 SP : There a lot of they, and a lot fo they have a imrpesive FX and capacitys ... even some of hey can handle MD3 models, HDR, complex shaders, etc... Lot of documentation -Over Quake 3 : there need a lot of "work", to create monsters AI, and other things, but it's a more modern engine -Over Unreal 1 or 2 engine : Not is open source, but via his UScript can be made nearly ALL... There a lot of games made which it (even the outstanding Mass Effect use it!). It can handle vertex morphing and skeletal animation models, and his approximation of how make levels, if a light more similar to the old way of DooM (subtractive Booleans). Plus, the Unrel Engine 2.0 and 2.5 can use Staticmeshes, which the incredible power that give to create anything, and the other good thing is that have a nice monsters AI, but that can be adjusted to be very dumb to a very hard AI (and the monsters can attack other monsters!) The main problem of working which Unreal Engine, is that perhpas Id guys not like the idea... Fixing me : There other Q3 SP, like Xreal : "XreaL is a non-commercial multiplayer only game using an advanced Quake III engine under the same name. It utilizes per-pixel lighting, uniform shadowing and lighting, deferred shading, and variance shadow mapping." Other nice Q2 SP/variant : -QFusion : "The goal of the project is to create a playable Quake III Arena-like engine using sources of Quake2 as a codebase. Features include: - Q3A media formats support - skeletal animation - volumetric fog - bumpmapping - and other neat features" -EGL : * Quake 3 BSP * Framerate decoupling (You can play which framerates over 30 fps wichout desync NET games) * Gloom FX * New Particle render system * Decal LOD * Controllable particle smoke linger, blood gore, and overall effect quality * Optional Particle Lighting * Quake3-compatible shader language * Can use cubemaps (reflexion over textures) * Quake3 BSP lightmap packing * # PKZ -- Zip file package format # PNG (can also optionally save to as screenshot) # TGA (can also optionally save to as screenshot) # JPG (can also optionally save to as screenshot) # MD3 -- Quake3 Model Format # Quake3 BSP An they are working to handle and use MD5 models !! Today are plenty of options of try to move Doom to other more powerful engine.... Today we are reaching the limits of Doom engine. A this point it's becoming more easy try to move to other engine that trying to add more things to the old engine (like a more realistic collision system, or a more advanced animation system, or skeletal animations). Doom not is defined by his engine, if not is defined by the game it-self, the gameplay!
  8. ZardoZ

    Doom via Quake2 engine?

    Quake 2 (and 3) are today open source, so you can change or modify Quake 2 AI yo make more dumb, like Doom AI... Even, perhaps you can use a varint of Quake 2 engine ... nexuiz
  9. ZardoZ

    Um... Were i saw this ?

    What you thought ? Sketchs for modeling the Plasma Gun (I follow HUD sprites, more that the pickup sprite.. mainly because give more details... and this sketch, match perfect which you can see in the HUD sprites.... plus my personal sense of "logical" and realistic design (I made this which images of real weapons next .. like the M41A, G36, the FAMAS or the CETME L) The dark "box" over the butt, are the plasma cell.
  10. ZardoZ

    Um... Were i saw this ?

    I need yet to give the textures to the two violet lamps....
  11. ZardoZ

    Skulltag 97D Preview

    I just play now Skulltag. I always thought that was a SP like ZDaemon which less people playing. I was very wrong .... This SP assfuking ZDaemon !!!! I don't understand how i not play it before !!! The only question that i have is .... It can handle MD3 models like GZDoom ? If it can .... how ... guys.... a small preview of a not finished model : http://img338.imageshack.us/my.php?image=lpeh6.png
  12. ZardoZ

    Doom via Quake2 engine?

    Andi forgot .. i had a map for UT 2004 that was a direct conversion of a Doom map ("Winged Fortress" from Onslaught wad). I convert to Duke 3d map formtar, and late to .t3d (read by UnrealEd 1,2,3) by a really hard to find tool, to convert Duke 3d to Unreal maps (i think that i lost it, and i think that today is nearly impossible to find it again). This tool was very bugy (was beta, and the guy stop to develop it, because problems which 3d Realms) and had a highly tendency to create bad brushes. So i finally remake 90% of the brushes, but this help me to keep the exactly distances and proportions of the original map .... Im trying to find image of my map ... http://ut2004.gamersmafia.com/imagenes/show/11085 (not very well...) http://ut2004.gamersmafia.com/reviews/show/3 http://ut2004.gamersmafia.com/descargas/show/3262 (Download link, but i see now that fails .. i think that i lost my map !!!!) Hey! I find a image of my aborted try to make the Doom Plasma Gun in UT2004 !!! http://ut2004.gamersmafia.com/imagenes/show/11088 My old tutorial in Mod DB : http://www.moddb.com/games/5/unreal-tournament/tutorials/23914/how-convert-a-doom-map-to-ut
  13. ZardoZ

    Voxels discussion

    For this, i simple play in software render and the original sprites ... If you like to improve, improve to the best .. not to obsolete things.... I will not forgot more time trying to understand why the people like more "ugly" Voxel (if was which good quality, i can understand...) that a good modeled thing.... And if any think that I'm one of these guys that discover Doom which the release of Doom 3 or the "modern" 3d SP .... I played Doom since 1993 .. even I have Doom 2 original and i played it and finished in Ultraviolence which the old fashion playing method of "only keys to control" (ok, I use iddqd and idfa in the Icon of Sin ... lol). I really like this game. It's the most old game that always i have isntalled and i play... and always liek to see wich a more actual GFX
  14. ZardoZ

    Doom via Quake2 engine?

    Umm... you are trying to do the same thing that i tried a bit years ago, but in the Unreal Tournament Engine (that I think that are more optimal and more similar in how works the 3d world to Doom... aka subtractive booleans.) It was called UnrealDoom, but we must stop in it when we get a mail from ID CEO about we was violating EULA & Copyrights .... A bit images... http://ut.gamersmafia.com/imagenes/show/6431 http://ut.gamersmafia.com/imagenes/show/6199 http://ut.gamersmafia.com/imagenes/show/6209 http://ut.gamersmafia.com/imagenes/show/6398 http://ut.gamersmafia.com/imagenes/show/6396 http://ut.gamersmafia.com/imagenes/show/5956 http://ut.gamersmafia.com/imagenes/show/5387 http://ut.gamersmafia.com/imagenes/show/5420 http://ut.gamersmafia.com/imagenes/show/5386 I don't know much about Quake 2/3 engine (hey, not was release the Source Code of Quake 3 ??? I just played it which a some kind of "FreeQuake 3 Arena" on my Linux), but if i can help which 3d models or i can export/import Quake 2/3 maps to 3d Max ....
  15. ZardoZ

    Voxels discussion

    Umm... looks good. Now if the voxel models for Doom have these quality (not these ugly things that i see before) could be a very nice addition. But ... This not is a great example .. I improve a lot since I did this minimal upgrade of this lamp for my defunct Unreal Doom project (in game, the flames was generated by UT fractal flames generator) http://ut.gamersmafia.com/imagenes/show/6431 Now, i can do some thing much better. Why i not did yet ? Simply, i always thought that the low quality of the actual models, are from limitation of the MD2 model format... but I'm getting the impression that this is wrong (plus, not there a SP that uses MD3 files ? ) Other images.... http://ut.gamersmafia.com/imagenes/show/6199 http://ut.gamersmafia.com/imagenes/show/6209 http://ut.gamersmafia.com/imagenes/show/6398 http://ut.gamersmafia.com/imagenes/show/6396 http://ut.gamersmafia.com/imagenes/show/5956 http://ut.gamersmafia.com/imagenes/show/5387 http://ut.gamersmafia.com/imagenes/show/5420 http://ut.gamersmafia.com/imagenes/show/5386
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