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mac53

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Everything posted by mac53

  1. mac53

    The Focus (Doom 2 Remake)

    I only played about two minutes of the map and I do agree about the demensions being tight, I'd say about one third of the original scale. I also would like to add that it's too dark and the health-scale of the enemy is too high. It took about three-four 'point-blank' shotgun blasts to kill the shotgun-dude, [sarge]. This is all I played, simple because it was too dark to continue on.
  2. mac53

    EAX OpenAL Issue

    Thanks Maes... Issue resolved. ;)
  3. mac53

    EAX OpenAL Issue

    Could anyone tell me why when I go to activate the EAX in the sound options menu, it freezes Doom3? I have the Audigy 2 zs Platinum SB sound card with ALL the updated bells and whistles. EAX console, DTS, the whole nine yards. There's no logical reason why this option should freeze Doom. I saw an eax update for doom3, but there's no way I'm going to uninstall my current Creative software and drivers to install this crap. There has to be some way to activate this feature, I have this option in my current software and I did a search for the "OpenAl32.dll" and found it in my "sytem32" root. The driver is a "Creative" "OpenAl32".dll", version 5.12.1.402. Any takers on this one? ???
  4. mac53

    Hexen Flats

    Alright... here's a question for you brains out there. I've edited the Hexen iwad and in the Flats/Floor markers are 11 flats that are in "raw data" form. Does anyone know how I can convert these eleven into the actual graphic format? Like .bmp or .png? I'm using Xwe with the latest beta engine.
  5. mac53

    Hexen Flats

    Don't worry about it.
  6. mac53

    Hexen Flats

    Thank you. Nice job, you fixed the issue!
  7. @Maes... I do hear what you're saying here, but amberleaf [I thought], indicated that in PSP there's a function that will at least get it close. I'm not looking to get these to the quality all you are indicating to. If I can just get them close, then that will be good enough for me and my personal use.
  8. You had mentioned a function in PSP a while back. I asked you to elaborate on the process...
  9. Not everybody sees it that way, Maes.
  10. Well, here's one and I also emailed him and asked if he had anymore other than this one... I'm awaitin his response. Edited: img links were removed.
  11. You guys need to check this out. Thanks goes out to "Hotwax" over at Zdoom for this. Edited: img link removed
  12. @amberleaf How do I get PSP to do that? I'm am seriously green at this stuff and a some instructions would be appreciated... please! Edited: Does it have something to do with writing a script? ------------------------------------------------------------------- Edited: Christ... how stupid... I thought amberleaf said that PSP [could] look at a pic and determine its structure.
  13. @Maes First, I do want to compliment you on your intelligence. Let me ask you about a software I have, "PhotoZoom Pro 2". It's a resizing software that carries these functions. Resizing methods: Nearest Neighbour Bilinear Hermite Bell Mitchell Catmull-Rom B-Spline Bicubic Lanczos S-Spline S-Spline XL With presets: Generic Photo-Soft Photo-Detail Graphics Reduce Noise/Artifacts Down-size ------------------------------------------------------------- I'm just wondering that if you have any opinion about? Is it any good for what I was trying to do and taking into consideration the contents of your last post?
  14. mac53

    Terminal Doom: Classic Doom Redefined

    Damn link's dead.... shit!
  15. mac53

    Some Doom 3 mapping info

    I know this post is old... but link is dead.
  16. Now, if I'm correct on this... most of the pics you guys may have looked at weren't done with filters, unless using the "smudge tool" in PSP is filtering. I had gone through that filtering issue a while back and had learned a hell of a lesson, by doing so. Edited: img links removed.
  17. Yeah... You all are right... had to find it out on my own. @CodeImp... Man... you have "tact", don't you?
  18. I am attempting an enhancement project for the Doom 2 iwad sprites. After extracting them to a folder and converting their formats to png, 24 bit true color and resolution increase to 200 pixels, I have constructed two separate sprites wads using Xwe. One wad I used the standard wad building techniques by loading the sprites in between the SS_ headers. Although I had gone through extensive graphic display enhancements, the sprites still doesn’t display as well as I would like to see them. Plainly put, if I enhance these sprites any more, then I'll probably start seeing graphic distortion. On the other hand, my second sprite's wad, the same enhanced pngs were loaded in between to headers SS_, but as "raw data", and are being displayed as pngs and not sprites. There are no x-y offset settings and trying to match these settings with the ones from the Doom 2 iwad is useless! --------------------------------------------------------------------------------------------------------------------------------------- After say this... Here's what I would like to accomplish. Using the standard enhanced sprites wad, the Doom 2 engine just breaks them back down to the 256-color palette! There's nothing I can do about this, so this approach is out! On the other hand, if I can get the "raw data" sprites wad to display the sprites thus getting around the filtering of the engine, then this is what I'm interested in doing!!! I'm using the Zdoom/Hexen format for the construction configuration of my map and am recommending Gzdoom port engine for game play, because of its excellent OpenGL rendering capabilities. What processes do I have to do to get these "raw data" sprites into my map and function properly for game play?
  19. mac53

    Doom 2 Sprites Project Inquiry

    Where do you get off at talking to me "they better not"!!! Who the hell do you think you are!!!? You want to see screen shots??? Then go to Doom Wad Station's forum I will post no further responses on this thread and I am requesting that the administrator delete this thread!!! Better yet... go here: http://forum.drdteam.org/viewtopic.php?t=2480
  20. mac53

    Doom 2 Sprites Project Inquiry

    Alright... Thanks for the finalizing report... I merged these sprite into my map I'm working on and the sprites look great and I have absolutely no problems with them. Sorry about your negative experience!
  21. mac53

    Doom 2 Sprites Project Inquiry

    Try the latest version of Gzdoom... http://grafzahl.drdteam.org/gzdoom/GZDoom-Bin-1-0-22.zip
  22. mac53

    Doom 2 Sprites Project Inquiry

    Ok... Let me explain that BFE1F0 file. There's a contact I have been tossing this idea, [Hi-Res sprites] with in the UK. He downloaded my sprites wad and had a look at it and made a comment about the BFE1F0.lmp. I explained to him that's how this particular file was extracted using Xwe, I also asked him what was this file all about. He explained to me that certain softwares don't see this file properly and Xwe is one of them. Then, I asked him what was this lmp suppose to represent and I was told "a graphic", just like the rest of them. Well, I asked him if he had the graphic form of the particular file, he said yes, and sent it to me. The file's not corrupted Maes, it's just a long thin line that's displayed during the end [final frame]of a BFG shot. So, there's your answer and BTW, it's works very well in my map.
  23. mac53

    Doom 2 Sprites Project Inquiry

    I hear you... load and clear. Well, the best thing I tell you I can do, is to throw an effort into it and see what turns out! I'm not in a major hurry, but I really would like to do something cool for the Doom community!
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