Author Topic: DeiMWolf Progress Thread  (Read 42145 times)

Offline Awesomedude249

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Re: DeiMWolf Progress Thread
« Reply #105 on: February 23, 2015, 08:15:38 PM »
The DooM palette doesn't have flourescent bright green, as far as I know.
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Re: DeiMWolf Progress Thread
« Reply #105 on: February 23, 2015, 08:15:38 PM »

Offline 75

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Re: DeiMWolf Progress Thread
« Reply #106 on: February 28, 2015, 09:54:31 PM »
The DooM palette doesn't have flourescent bright green, as far as I know.

If you mean pure green as in R=0,G=255,B=0 , yeah, there's not a whole lot of that, doom does have a good bit of greens tinted white, though (see chex)

(middle of the road murky greens would probably go to brown or tan)
« Last Edit: February 28, 2015, 09:57:02 PM by 75 »
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Offline Awesomedude249

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Re: DeiMWolf Progress Thread
« Reply #107 on: February 28, 2015, 10:01:22 PM »
The only instance I've used true color when spriting is when I made the biomechanical flemoid for Drwalrustein, the chex palette just doesn't have flourescent green.
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Offline Mastrius

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Re: DeiMWolf Progress Thread
« Reply #108 on: March 01, 2015, 03:13:23 AM »
Boingo the Clown says he's unable "connect" to the forums' server for the time being. So if anybody can help him let us know. Meanwhile. Boingo says that he will continue discussion of DeiMWolf here:

http://teamdeim.yuku.com/forums/9/DeiMWolf
« Last Edit: March 01, 2015, 03:27:44 AM by Mastrius »

Offline Boingo the Clown

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Re: DeiMWolf Progress Thread
« Reply #109 on: June 01, 2015, 11:53:26 AM »
Wow!  It has been a while since I last did anything.

Anyway ...

I've had a stroke of luck.

I found a Hitler morph for Michael 4 that works in DAZ Studio.

I will see if I can do anything with it.

Offline Boingo the Clown

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Re: DeiMWolf Progress Thread
« Reply #110 on: June 26, 2015, 12:52:40 PM »
There is still not much happening.  Sorry about that.

I can show you a render of Michael 4 with the Hitler morph that I uploaded for Awesomedude249 to look at.



It looks okay, but I need to make a lot of changes before he is gameworthy.

It might take a while.

{{EDIT: Also, I am investigating how to get Hitler to dissolve into a disgusting pile of mush when he dies as he does in the original Wolfenstein 3D.  This will also take a while.}}
« Last Edit: June 26, 2015, 05:15:36 PM by Boingo the Clown »

Offline Boingo the Clown

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Re: DeiMWolf Progress Thread
« Reply #111 on: July 26, 2015, 06:20:35 PM »
Progress Report: July 26, 2015

I went into DAZ Studio and decided to render out the sprites for the SS guard shooting.

Surprise!

I discovered I had already done it and forgotten about it!

So I added the sprites into the game, and they look good.
Now I am back tackling the problem of making him move.

Offline Boingo the Clown

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Re: DeiMWolf Progress Thread
« Reply #112 on: August 05, 2015, 12:55:17 AM »
Progress Report: August 4, 2015

“GÜTEN TAG!”



Hans Grösse is far from done, but I finally got all his walking sprites into the game.
12 frames x 16 views = way too many sprites! (192 in all).
It took two days to get all of the sprites into the game and get all the offsets right.
It also took about two days to fix the Genesis model's hands (The two morphs I used to make the character look muscular also enlarged his hands to an absurd size), and adjust the animation frame by frame to fix problems with it and change his arms so he holds his guns out in front of him, instead of swinging his arms.

The bad news is I might have to redo all the sprites due to a  problem with his butt.

Oh well.

Anyway ...

What do you do with a seven foot tall muscle man who can hold two four foot long machine guns weighing 30 pounds each in his hands as if they are pistols?

Ummm ... Make him fight Rocky?

<a href="http://www.youtube.com/watch?v=ZaMu6NldFCw" target="_blank">http://www.youtube.com/watch?v=ZaMu6NldFCw</a>

Meanwhile, I have had great success with adding new high resolution blood splatters to the game ...

Sorry but you are not allowed to view spoiler contents.

... but there has got to be an easier way to paint a room than standing in front of a Schutzstaffel with an SMG.

Offline TrueDude

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Re: DeiMWolf Progress Thread
« Reply #113 on: December 07, 2015, 12:05:50 AM »
I noticed the skill levels in the game are the same as Doom's, rather than based on Wolfenstein's, so I threw this together quickly. In Wolfenstein you don't have double ammo on the easiest difficulty, and you lose even less health then in Doom. (50% reduced damage versus 75%!) I also cut out the fifth difficulty to make it more authentic. Just paste this in MAPINFO:

Code: [Select]
clearskills

skill baby
{
AutoUseHealth
DamageFactor = 0.25
SpawnFilter = Baby
PicName = "M_JKILL"
Name = "$SKILL_BABY"
Key = "i"
}

skill easy
{
SpawnFilter = Easy
PicName = "M_ROUGH"
Name = "$SKILL_EASY"
Key = "h"
}

skill normal
{
SpawnFilter = Normal
PicName = "M_HURT"
Key = "h"
Name = "$SKILL_NORMAL"
DefaultSkill
}

skill hard
{
SpawnFilter = Hard
PicName = "M_ULTRA"
Name = "$SKILL_HARD"
Key = "u"
}

Offline Boingo the Clown

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Re: DeiMWolf Progress Thread
« Reply #114 on: December 07, 2015, 01:28:59 PM »
Thanks TrueDude.

I will try it and see if I like it, and if I like it, I will keep it.  8)

(I won't promise though.  75 made up a version of the pistol a while back that required the player to press and release the fire button for each shot like in Wolfenstein, but I didn't like that and didn't use it.)

Meanwhile, I haven't really been doing much work lately, but I am trying to get the SS guard to run.  I am having toroble with the gun not staying in his hands, and the feet are badly off, but I will keep trying as best I can, and hopefully it will work.

Offline TrueDude

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Re: DeiMWolf Progress Thread
« Reply #115 on: February 09, 2016, 09:05:57 PM »
So, there's actually a source port out now for Wolfenstein 3D called ECWolf that is partially based on ZDoom's code, so DECORATE works pretty closely to how it does in ZDoom. Maybe you'd want to consider seeing if you could use that as the engine, though it does come with the downside that some details would have to be left out. (just stuff like the bird statues that pop out)

Offline Boingo the Clown

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Re: DeiMWolf Progress Thread
« Reply #116 on: February 20, 2016, 12:56:39 AM »
Progress Report: February 18, 2016

Good news!  8)

Magicavoxel has the ability to apply a texture to a voxel object now!  It is a little difficult and non intuitive, but after a year and a half of bugging the programmer for this feature, I am ecstatic to have it at last.

Here is a test.  The voxel object is an imported .OBJ head from DAZ Studio. When it was imported into Magicavoxel it was a solid pale blue. The image added to it is a render of the same object (with texture maps) made in DAZ Studio.



The image was slightly misaligned, hence the funny look of the eyes, but it was just a test, and definitely successful, so I won't nitpick about that.

What is more important is that I did another test, rendering the same barrel .OBJ I used for for the voxel barrel in the game and applied it to the voxel barrel.

Warning: Large image

Sorry but you are not allowed to view spoiler contents.

The results are good.  There is also a slight misalignment here.

I don't intend to keep this as the final look of the barrel, since there are aspects of the original barrel texture in DAZ Studio that I really don't like.  Instead, I will try to come up with my own textures in GIMP some time in the near future.

It still looks better than the old version.



That's the good news.  :)


Now for the bad news.  :(

The good looking screenshot above was done in GZDooM 2.1.0.  In version 1.82, which I normally use, and in the latest 1.X version 1.9.0 that was just released, there is a bug.  I call it the "GZDooM Grey Voxel Bug" and it affects a number of the voxel objects I have made.



(I increased the brightness to make it easier to see.)

You can see in the barrel hoops and in darker areas of the wood that the dark voxels have been recoloured to a medium brownish grey

A number of other voxel objects I have made have the same bug.

The good news is the voxels look fine in version 2.1.0

The bad news ...

Offline MajorSlime

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Re: DeiMWolf Progress Thread
« Reply #117 on: February 20, 2016, 07:54:21 PM »
I'm pretty sure that's a palette recolor, due to using paletted images
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Offline Replica

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Re: DeiMWolf Progress Thread
« Reply #118 on: February 20, 2016, 09:37:10 PM »
If I remember right, then converting the image to a PNG file will allow for true color.
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Offline MajorSlime

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Re: DeiMWolf Progress Thread
« Reply #119 on: February 20, 2016, 10:15:06 PM »
Theoretically. Some PNGs also use palettes though, so you have to be careful.
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