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DeiMWolf Progress Thread
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Topic: DeiMWolf Progress Thread (Read 61595 times)
Atariangamer
Dormant User
Snot Lord
Posts: 11810
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Keelah se'lai
Re: DeiMWolf Progress Thread
«
Reply #45 on:
October 04, 2013, 05:16:23 PM »
There are some actual renderer options in GZDooM/ZDooM that change the way sprites work...And they fix problems like this.
I may have to grab a copy and try to find it...
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75
[IFOC] Server Admin
Multiplayer Team Leader
Chex Master
Posts: 4256
Karma: +0/-0
Re: DeiMWolf Progress Thread
«
Reply #46 on:
October 05, 2013, 11:37:51 AM »
I'm not sure if this is possible, I remember seeing a thread about it a while back on the zdoom forums.
I know for a fact that in software, midtextures will render below floors and above ceilings if they can reach (unless you set the clip flag in hexen / udmf), but opengl always automatically clips.
I haven't looked at the code, but my guess is that the opengl renderer is just programmed to automatically clip all images rendered parallel to the screen at ceilings and floors, whereas the software renderer doesn't care about floors and ceilings and renders images on that plane until something is put in front of them (software might only do visibility clipping in the direction perpendicular to the screen).
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Boingo the Clown
Global Moderator
Flembrane
Posts: 2825
Karma: +0/-0
Losing my grip on reality since 1973.
Re: DeiMWolf Progress Thread
«
Reply #47 on:
January 24, 2014, 03:47:45 PM »
Hmmm ...
Not that T.U.C.Q. Release 6 is out, I wonder if I should continue working on T.U.C.Q. or work on DeiMWolf for a while. It is overdue for a release too.
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Boingo the Clown
Global Moderator
Flembrane
Posts: 2825
Karma: +0/-0
Losing my grip on reality since 1973.
Re: DeiMWolf Progress Thread
«
Reply #48 on:
January 31, 2014, 12:10:46 AM »
Taking another shot at coming up with a decent BJ mug for the status bar.
Here is the latest model:
I tried to match it up with the features of the original as best I could, albeit not as vertically squashed.
Opinions?
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Atariangamer
Dormant User
Snot Lord
Posts: 11810
Karma: +0/-0
Keelah se'lai
Re: DeiMWolf Progress Thread
«
Reply #49 on:
February 01, 2014, 12:40:38 AM »
Change the hair, and I like it!
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chekovrules
Is a feelings hurter and helper
Snot Lord
Posts: 8391
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I'm Commander Shepard
Re: DeiMWolf Progress Thread
«
Reply #50 on:
February 01, 2014, 08:51:35 PM »
Gotta have that tacky... gold? What color is that, anyway?
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Snot Lord
Posts: 8478
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Re: DeiMWolf Progress Thread
«
Reply #51 on:
February 01, 2014, 08:54:20 PM »
Ask Donald Trump.
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If I had to choose between the real world or the Chex Quest Fan forums; I'd choose the Chex Quest fan forums.
Boingo the Clown
Global Moderator
Flembrane
Posts: 2825
Karma: +0/-0
Losing my grip on reality since 1973.
Re: DeiMWolf Progress Thread
«
Reply #52 on:
February 01, 2014, 09:14:47 PM »
Trump knows nothing of hair, but he is an expert on rugs.
{{EDIT: I changed the hair colour to blonde and gave it a touch of ginger. I also repositioned the hair slightly, which I hope looks better.
}}
«
Last Edit: February 02, 2014, 12:15:53 AM by Boingo the Clown
»
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chekovrules
Is a feelings hurter and helper
Snot Lord
Posts: 8391
Karma: +0/-0
I'm Commander Shepard
Re: DeiMWolf Progress Thread
«
Reply #53 on:
February 02, 2014, 12:25:28 PM »
Better than the original. At least he doesn't look like there's caramel melting on his head.
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Boingo the Clown
Global Moderator
Flembrane
Posts: 2825
Karma: +0/-0
Losing my grip on reality since 1973.
Re: DeiMWolf Progress Thread
«
Reply #54 on:
March 19, 2014, 01:39:12 AM »
After a bit of a break, especially due to my spending much of my time playing World of Tanks online with my nephews pretty much around the clock and working on stuff for my medieval club's most recent event, I have finally gotten around to working on the BJ statusbar face graphics again.
I have done all of the look forward and glance left and right graphic, but I am not very satisfied. I reused the repainted skin textures on the Michael 3 model to do BJ's various stages of distress. It looked okay in the older version, which was at the regular resolution of DooM and in the DooM palette, but at 4x resolution in full colour he just looks like he has been face painted.
(Note: Pics are of Bloodied BJ. If you are squeamish, don't click.)
Sorry but you are not allowed to view spoiler contents.
Aside from the fact the blood is too bright (It was just right in the DooM palette, but not so much now) , BJ simply does not look like he has actually been beat up. He has been recoloured like he has been bruised, but there is no swelling. I want him to look like Rocky Balboa at the end of a fight, not like a guy wearing some eye shadow and ketchup.
...
Anyway ...
In the time I had been ignoring finishing this post (several hours with only the first bit done), I managed to find my solution and try it out.
I had been looking for morphs that would give Michael 3 some swelling and found nothing, but then I remembered DAZ Studio supports displacement maps. After whipping up a quick displacement map in GIMP, I tried it out and got poor BJ looking a little more like dog food.
(Note: Another bloody BJ. Don't click if you can't handle it.)
Sorry but you are not allowed to view spoiler contents.
He now has swelling around his eyes, his right eye is almost swollen shut, and he has a bit of a fat lip. It doesn't show much, but I also thickened the streams of blood and added drips at the ends. I can probably make him look a lot worse. The blood needs to be darkened down to make it look a lot less like paint.
I will probably need to enlist 75 or Thrasher to look over the new graphics and give me any suggestions they can on how to make them better.
Hopefully I can get the entire set of faces done soon.
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MajorSlime
Self-Proclaimed ACS Grandmaster
Multiplayer Team Leader
Chex Master
Posts: 4309
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If life gives you lemons, give its lemons back!
Re: DeiMWolf Progress Thread
«
Reply #55 on:
March 19, 2014, 05:14:14 PM »
All I can say is to agree with darkening the blood. Perhaps some splatters mixed in with the streaks though?
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Boingo the Clown
Global Moderator
Flembrane
Posts: 2825
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Losing my grip on reality since 1973.
Re: DeiMWolf Progress Thread
«
Reply #56 on:
March 20, 2014, 04:51:05 AM »
Spent all day adding textures and details to the floor lamps. They were never meant to be black. They were always meant to be brass with green shades like the ones in the original Wolfenstein.
I used slopes to make the base look more rounded.
Unfortunately, I could not get sloped 3D sectors to work, so I was not able to redo the lampshade as a cone and had to keep the staircase like configuration. It still turned out pretty good once all the textures were added.
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MajorSlime
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If life gives you lemons, give its lemons back!
Re: DeiMWolf Progress Thread
«
Reply #57 on:
March 20, 2014, 05:05:39 AM »
3D floor slopes are probably the worst pain I have EVER seen in map making. The trick is to realize that the slope in the 3D floor continues down from the dummy sector instead of simply copying the dummy sector, so the best way to do it is to keep the dummy sector parallel to the sector where you want the 3D floor.
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Boingo the Clown
Global Moderator
Flembrane
Posts: 2825
Karma: +0/-0
Losing my grip on reality since 1973.
Re: DeiMWolf Progress Thread
«
Reply #58 on:
March 20, 2014, 11:40:39 AM »
So to get rid of the three staircase sectors for each of the eight directions I would have to make 24 dummy sectors for each and every lamp in the level and line them up perfectly parallel every time?!
That's insane.
And here I was considering using sloping sectors to make barrels.
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MajorSlime
Self-Proclaimed ACS Grandmaster
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If life gives you lemons, give its lemons back!
Re: DeiMWolf Progress Thread
«
Reply #59 on:
March 20, 2014, 05:31:40 PM »
In a word, yup. Of course, if you get lamps that line up with each other, you could use one dummy sector for two lamps, but it wouldn't really help much
Its why I don't use sloped 3D floors except in the most simplistic of places.
This is a picture of the map from GZDoomBuilder of CPS02 from my Capture Point maps. It consists of a bridge spanning a chasm. Ignoring the large amount of normal (non-sloped) 3D floor dummy sectors at the top, all of the sloped ones are on the left.
You can see, it gets quite complicated. This was by far the most complicated map I've ever made. It also only runs on good computers
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