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peoplethought

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Everything posted by peoplethought

  1. peoplethought

    Doom redesigns v2

    I guess that's all I'm really looking for. Your permission to use them as concepts. I might not even use them for anything but if I do I'll give you credit. I'm really just practicing my modeling skills.
  2. peoplethought

    Doom redesigns v2

    I'm doing 3d models of all the Doom monsters. Will probably be making new sprites with them. I'll use your some of your concepts to do some of them if you'd like to collaborate. Here's my mancubus so far. This isn't based on your concept. Your baron design.
  3. peoplethought

    mancubus

    http://i.imgur.com/HG5Jh6F.png http://i.imgur.com/g3XbwWA.png
  4. peoplethought

    Doom [4] reveal first impressions

    "As for the teaser not being pre-rendered...it very likely is" 100% it is. I don't know how you could even think it wasn't.
  5. peoplethought

    Doom [4] reveal first impressions

    If anyone made a game running in real time that looked as good as the trailer, they are using technology that they brought back from the future.
  6. peoplethought

    mancubus

    Nothing fancy. I'm using this to make lower resolution sprites so it'll look better when it's resized and somewhat pixelated.
  7. peoplethought

    mancubus

    I thought about making the gun to arm part more complex, like with some tubing or various metallic shapes connecting the two, but logically it made more sense that it would just be a hole with the arm sticking in it, like the original. I like to think the forearm is actually stripped of flesh and gun is just bolted to the exposed bones. I also want to stay close the the original designs. I'm not a fan of the modern over detailed ZBrush look most game characters have now. Flesh parts are based on this: http://fc08.deviantart.net/fs71/f/2013/053/d/9/let_s_do_doom_pt_13___mancubus_by_mechanubis-d5vszow.jpg Anyway, I want to make this a project to replace all the graphics so I'll probably make a project page on zdoom or something. Wondering if I can find someone good with ACS and all that to work with.
  8. peoplethought

    mancubus

    Working on that right now. Have to get the belly jiggle just right. Also need to learn how to use particles.
  9. peoplethought

    mancubus

    animated
  10. peoplethought

    3D view auto falls to floor

    Is there a way to set it so that when you enter 3D mode it doesn't set the 3D view to the floor of the sector? I'm working with maps that have large pits all over the place and every time I float over one of the pits, exit 3D, then re enter, it throws me down to the bottom of the pit. I then have to go back to 2D and drag the 3D view thing over one of the platforms. It gets really tedious
  11. peoplethought

    3D view auto falls to floor

    Ok, I thought it was resolved but it's not. It works fine if I switch back and forth and do nothing when I'm in 2d mode. As soon as I bring up a property window for either a line or a sector, regardless of if I change anything, the next time I go into 3d mode I'm on the floor of the sector.
  12. peoplethought

    3D view auto falls to floor

    I had it turned off. But when I turned it on then off again, the problem went away. Thanks.
  13. peoplethought

    Space Coffin

    I don't know if this is against rules or anything but I wanted to make a quick post to point people towards my mod page over at zdoom. Some of you have probably seen it already. I've made enough progress that I feel like doing a little promoting to get people interested in what I'm doing. It's a complete conversion of Doom into a science fiction horror mod using custom made graphics. Here is my project page: http://forum.zdoom.org/viewtopic.php?f=19&t=19361&p=377029#p377029
  14. peoplethought

    Space Coffin

    Well I got all this done in a little more then 2 months. I have all the weapons programmed. Ammo and projectiles for the weapons and most monsters almost complete. So I don't know. Mapping is what will take longest.
  15. peoplethought

    Space Coffin

    The pest graphic is the least developed of them all. Most of the images up on that page are not the finals that I'm now using. The map shots were just test rooms. The "blessed oppurtunity" thing - I was actually joking when I said that. Because of the silly attitude some people gave me on these forums. In particular it was the one sided rotations thing that I got some unusual criticism for. Haven't felt the need to do it since I've been on the Zdoom forums. And I'm not just putting this stuff up here to have people feed my ego. I'm doing this for myself. It's something I've always wanted to do and I now have the ability and the tools to make it real.
  16. peoplethought

    ZZZFACE (Icon of Sin) painting

    Using the ZZZFACE texture from the final boss level of Doom 2 as reference I painted this in photoshop. I was going to do the full thing but then I realized I'm not getting paid to do this. http://i71.photobucket.com/albums/i145/peoplethought/ZZZF1B.png
  17. peoplethought

    ZZZFACE (Icon of Sin) painting

    How could it be considered pretentious?
  18. peoplethought

    GZDoom Project: Skybox Pack

    Ok, well all I need is a generic looking space box. I can paint in the planet on the bottom myself, it's just keeping the stars in proper perspective that I can't simulate.
  19. peoplethought

    GZDoom Project: Skybox Pack

    I need a space skybox. Just need stars all over the place and also a planet floated below on the bottom. Is this program you mentioned easy to use? I tried making this on my own, using a picture of some stars, but they stretched at the corners of the skybox and you could tell it was a box.
  20. peoplethought

    Space Above and Below

    I figured out how to use both, thanks.
  21. peoplethought

    Space Above and Below

    I'm trying to create maps that are floating in space. All of the sectors the player can stand on are 3D floors. I want it so that in the player looks over the edge he can see a planet and stars floating beneath him. With the regular skys, the sky flat seems to be wrapped around the bottom, and fills in the bottom with a solid color. The same is true for looking up. How could I make it look as if the player were in space surrounded by stars and planets?
  22. peoplethought

    Space Above and Below

    OK thanks.
  23. peoplethought

    Space Above and Below

    Skyboxes where you build the room on the map? Wouldn't this make the space look stretched at the tops and the bottoms? I can't have the floor and ceiling stretched out to look like it has perspective, it's supposed to be space.
  24. peoplethought

    ZZZFACE (Icon of Sin) painting

    Really? Is that what it says in the official artist handbook? I get more satisfaction from bringing my own creations to life. I haven't done much digital painting before so this was a test for me. By the time I had finished the detail around his eyes it was clear to me that I could handle it and I didn't need to continue. The only thing that would have made me continue working on this piece would be someone paying me to do it. I've moved on to creating original work now.
  25. peoplethought

    The /newstuff Chronicles #327

    "Actually, it's a pretty common practice to have fake doors in maps as a mean to present the world as bigger than what you've got access to." This is what I was doing. And it was inside in a somewhat short maze, so the purpose WAS to make it confusing. And as far as triggers opening doors across the map, this only happens once, and the door it opens is not "on the other side of the map". And until you go through that door, there are few areas you have access to, so it isn't that difficult to find it. Why do these reviews have to have such negative vibes to them? I thought this turned out pretty decent, why does it have to be "you wont miss much".
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