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Reinchard666

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Everything posted by Reinchard666

  1. I start modeling Tekwall1 texture. Because original one is strongly based on Giger art, I decide to use some gigerish graphic as a base for background bumps. Model is still in progress, and there is still many elements missing. It will take some time before I'm done, so here is how its look for now:
  2. Thanks a lot Vermil. Currently I'm working on a very time-consuming texture, so I don't have much time for definition files, but I appreciate your example.
  3. Thanks but this is not jDoom bug, Doom always use only 3 from 5 frames of pistol. AzureAgony make code for new pistol animation, so here is tech-demo (only for zDoom based ports, jDoom version in future I hope) http://www.sendspace.pl/file/16892d77f9adeb852c70338 (shitty gzDoom always stretches my screenshots)
  4. Reinchard666

    How to make reflective floors in Vanilla?

    I guess this is PrBoom map.
  5. Reinchard666

    Anyway to set WAD back to a previous time?

    If back files don't work its might be a problem. Do you try any other editors like XWE or SlumpEd? Maybe you can use them to copy some part of files.
  6. I have all frames of pistol, but Doom show only 3. For now I can't make version that will be compatible with Perkristian smooth animation - when I use my sprites with this wad, jDoom just crashes. Here is how its look for now: I upgrade gloves material and remade forearm shape. Hairs will be added in photoshop. When I have finished all the frames I post demo. Current hand shape: EDIT: Oh, and full sprite:
  7. A have all frames, but its still far away from perfect. I resize weapon to have this same size like in original sprite and do some work on materials.
  8. So I try work with this kind of material.
  9. I know, maybe something like this?
  10. Still working on first frame, when I finish glove then I start making another frames. Currently I'm workin on folds displacement. This hand still look bad. original size:
  11. Two models rendered together:
  12. Little update. Pistol is still in wip, hands are in 3d but for now I paste them in photoshop on pistol sprite. Don't look at hands material and color. Sprite is too small in game, but I'll fix this. Maybe tommorow I'll try better animate hands and make good material for gloves.
  13. Original berettas don't fit. I know there is a popular opinion that Doom pistol is a beretta 92F or beretta 92FS, but thats not true. Yes, there are view similar elements, like shape of barrel, safety pin and hammer, but toy that id use to make Doom pistol must have some modifications. Look at the barrel of original sprite, is similar but not the same. I try many camera positions but original berettas just don't fit. So that the beratta is a Doom pistol is kind of myth. Look at the render of 92F version:
  14. No, I thought that you suggest that crosshair is in the wrong place or something like that. No offense or anything.
  15. Are you don't like whole Doom or just a pistol sprite? By the way, you are very helpful, I'm waiting for a better version from you. As I say befor this is quick test, material and hand is just a placeholders.
  16. Just for fun I start making hd pistol. This is very rough version, only for show how its look for now. The glove is placeholder, so don't look at them. Pistol is too thin and the metal material is too clean, but I test geometry (its little hard to make pistol from lowres first person view sprite).
  17. Right. When I compare this in screenshot that I paste above I see another problem with cylinder colors. I don't like very much final effect of my star textures, but this is very difficult (for me) texture if you want recreate them in theair original style.
  18. I noticed that you have a very strange taste(don't get me wrong). I'm make the panels of star texture exactly like in their original shape. Most people insisted to use some kind of fictional material like this from Star Wars, no plastic, no metal, just fictional strange material, something between plastic, rubber and metal. So I do it. Then I use exactly the same color like in original and the same details. The "woody" effect that you see can be issue of color, but this color is exactly the same like in original (maybe I'm wrong, as I mentioned before I have color blindness). So I don't know if I can do this texture better. I can't change original texture, because I want to recreate textures in his original style. Maybe you don't like this style, I respect that, but remember that main goal of this project is recreate Doom textures, not making new textures. I'll try do something with this in future if you tell me what exactly should I changed. But for now I go with another textures. Maybe someone else can fix something. Or you can always use textures from dhtp. I don't see any difference except bullet holes and too big hole in glass.
  19. Thanks. I decide to make floor6_2 more "plaster-like" because this texture is used as a ceil in e1m1. If you look closer at the original you recognize that this can be sopmehing similar to rocky plaster.
  20. The subject is TEXTURES, so lets talka about textures
  21. Oh... its just a pistol from pack. Tilite6_1:
  22. Yes. Startan2: Starg3: Stargr1: Floor6_2:
  23. You're welcome. Shawn2: It's works well even with lowres shawn2 based textures.
  24. Ok here's final 3 tiled frames. Unfortunately, lack of bright reflections caused much less wet look of texture. Nukage1: Nukage2: Nukage3:
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