What are you working on? [WIP Screenshots Thread]
RE: What are you working on? [WIP Screenshots Thread]
A proper avatar.
There we go, much better.
make sure to check out the previous page kids
There we go, much better.
make sure to check out the previous page kids
Last edited by Bloax on Mon Jan 25, 2016 11:21 am, edited 1 time in total.
RE: What are you working on? [WIP Screenshots Thread]
WIP "Voyage Center"
but this is so laggy... fps 20-15
but this is so laggy... fps 20-15
Last edited by ZoD on Sun Jan 31, 2016 3:51 am, edited 1 time in total.
RE: What are you working on? [WIP Screenshots Thread]
Shit the bed. Exceptional work, how have you made slopes like that?
RE: What are you working on? [WIP Screenshots Thread]
Little training at UDMF format ^^one_Two wrote: Shit the bed. Exceptional work, how have you made slopes like that?
(Vertex Height changing makes slopes, but only at 3sides sectors (triangle sector))
hmm... more than 10000 slopes i think xP
Last edited by ZoD on Sun Jan 31, 2016 3:49 am, edited 1 time in total.
RE: What are you working on? [WIP Screenshots Thread]
Wowwww that looks crazy good! But lol yeah you're probably gonna have to cut the sector count in half to optimize it. Slopes triangles that small really aren't even noticeable IMO. Looks like it took hella effort though. Nice job.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
- CallCenterHero
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RE: What are you working on? [WIP Screenshots Thread]
Recorded an offline skirmish of a(n obviously very incomplete) wad I made in a couple hours... Geez... I forgot how crazy old-fashioned Vanilla Doom can get sometimes.
I'm just playing around with some Vanilla Doom mapping to sharpen my craft.
I'm just playing around with some Vanilla Doom mapping to sharpen my craft.
The [video] tag is deprecated, please use the [media] tag
Last edited by CallCenterHero on Wed Feb 03, 2016 8:01 am, edited 1 time in total.
Check it out: PATHOGEN: One toxic deathmatch WAD!
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RE: What are you working on? [WIP Screenshots Thread]
Most likely 4.0 though as it makes heavy use of SpawnParticle which is 2.8.x
The [video] tag is deprecated, please use the [media] tag
Last edited by ZZYZX on Sun Feb 07, 2016 9:56 pm, edited 1 time in total.
quality DoomExplorer hackeringFilystyn wrote:Do you know what windows.h is? It's D, DWORD.
overcomplicated ZDoom grenade
random Doom things
GZDoomBuilder-Bugfix
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RE: What are you working on? [WIP Screenshots Thread]
The life was good in hell, until doomguy appeared.ZZYZX wrote: Most likely 4.0 though as it makes heavy use of SpawnParticle which is 2.8.xThe [video] tag is deprecated, please use the [media] tag
RE: What are you working on? [WIP Screenshots Thread]
More Doom64 shit.
The [video] tag is deprecated, please use the [media] tag
Last edited by Ænima on Sun Feb 07, 2016 10:18 pm, edited 1 time in total.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
- NachtIntellect
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RE: What are you working on? [WIP Screenshots Thread]
Very nice work, I really liked the flamethrower puff for that flamethrower, maybe I should try and make my own sometime, the one I have got in one of my WADs is really lacking.
Last edited by NachtIntellect on Fri Feb 12, 2016 7:51 pm, edited 1 time in total.
Did you just bite me? Come here, I will bite you back bastard.
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RE: What are you working on? [WIP Screenshots Thread]
I'm working on a adventure-game type of mod these days that will take place in a house, that will function as the main hub level. I'm developing it for GZDoom, but I don't see how it shouldn't run on Zandronum.
It's still very much a work in progress, but here are some screenshots of the texture and model-work I got done. :)
[spoiler]Bathroom:
The lights you can actually turn off and on with a switch on the outside.
Bathroom toilet:
A little hard to see, but it's a toilet.
Garden:
[/spoiler]
That's about it for now. :)
It's still very much a work in progress, but here are some screenshots of the texture and model-work I got done. :)
[spoiler]Bathroom:
The lights you can actually turn off and on with a switch on the outside.
Bathroom toilet:
A little hard to see, but it's a toilet.
Garden:
[/spoiler]
That's about it for now. :)
Last edited by Agentbromsnor on Mon Feb 15, 2016 10:47 pm, edited 1 time in total.
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RE: What are you working on? [WIP Screenshots Thread]
Too bad you're too near too the map size limit :( , when you reach it, zandronum will crash, but that still can be opened with the latest gzdoom, but even then, you'll have graphics and logic glitches :\ZoD wrote: WIP "Voyage Center"
but this is so laggy... fps 20-15
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
RE: What are you working on? [WIP Screenshots Thread]
Looks quite stunning! Amazing what good textures can do for even a primitive lighting system such as the one in gzdoom/zandro.Agentbromsnor wrote: I'm working on a adventure-game type of mod these days that will take place in a house, that will function as the main hub level. I'm developing it for GZDoom, but I don't see how it shouldn't run on Zandronum.
(images)
I've spent a long time working on an adventure game as well, or at least the underlying system. With recent great help from the community I've overhauled several subsystems, so I'll be able to release the alpha and then make an actual game with it pretty soon.
Last edited by kodi on Tue Feb 16, 2016 8:23 pm, edited 1 time in total.
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RE: What are you working on? [WIP Screenshots Thread]
Thanks! :D I know right? The only thing I'd like to fix is a way to simulate shaders. That, or somebody gives the GZDoom renderer a complete overhaul.kodi wrote:Looks quite stunning! Amazing what good textures can do for even a primitive lighting system such as the one in gzdoom/zandro.Agentbromsnor wrote: I'm working on a adventure-game type of mod these days that will take place in a house, that will function as the main hub level. I'm developing it for GZDoom, but I don't see how it shouldn't run on Zandronum.
(images)
I've spent a long time working on an adventure game as well, or at least the underlying system. With recent great help from the community I've overhauled several subsystems, so I'll be able to release the alpha and then make an actual game with it pretty soon.
This is probably the first 'real' mod I've attempted, and I've also received a lot of help, mostly from people on the ZDoom forums. People in the Doom community are amazing and very supportive!
Also, that interface looks pretty great! Would love to see it in action.
*pets the Cacodemon*
Last edited by Agentbromsnor on Wed Feb 17, 2016 2:49 pm, edited 1 time in total.
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RE: What are you working on? [WIP Screenshots Thread]
What's a bathroom without a sink? :D
[spoiler][/spoiler]
[spoiler][/spoiler]
RE: What are you working on? [WIP Screenshots Thread]
I wonder ... can you make some holes in that mirror model and make a mirror linedef right behind it so it looks like the uncracked parts are still reflective?Agentbromsnor wrote: What's a bathroom without a sink? :D
[spoiler][/spoiler]
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
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RE: What are you working on? [WIP Screenshots Thread]
The mirror is not a model though! :o But yes, that would actually be a pretty sweet trick. Though to complete the effect, I would also need to replace the player's Doom marine sprite with something more appropriate. I could use a model for that but I'm not much of an animator.Ænima wrote:I wonder ... can you make some holes in that mirror model and make a mirror linedef right behind it so it looks like the uncracked parts are still reflective?Agentbromsnor wrote: What's a bathroom without a sink? :D
[spoiler][/spoiler]
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RE: What are you working on? [WIP Screenshots Thread]
I've been using MD2 models for this current mod I'm working on and everything you see in those screenshots. The only way for me to export to MD3 is to download a plug-in and run it through Blender. My question is, is this worth it? People keep saying that MD2 is outdated and horrible, but for my static models they seem to function just fine... Should I convert all my models to MD3, to prevent any sort of complications further down the road? Or is it fine to use MD2 for static models just as it is?
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RE: What are you working on? [WIP Screenshots Thread]
For Static Stuff, MD2 is fine as there's no animations to you see the horrible vertex accuracy MD2 have, now if you go to animated models, MD3 is the way.
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RE: What are you working on? [WIP Screenshots Thread]
Ah okay, I will keep this in mind then! Thanks for the advice.