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Lord Kaizen
November 11th, 2004, 11:38 PM
Wow, now that is one big @&%$n' gun! I like the particle excelerator idea.

Actually, so far all your work has been pretty good translations from the sprites. Yep, the jDRP 1.1 will make a great Christmas gift. :D

Wicked Anime Kid
November 12th, 2004, 07:45 AM
Now that looks really good Dani:)
Even though it's in WIP it looks jawdropping, so I can't imagine what the finished version would look like.

SgtMagor
November 12th, 2004, 08:07 AM
wow O_O, very kewl!...

Harry
November 12th, 2004, 09:57 AM
*jawdrop* *jawdrop* *jawdrop* *jawdrop* *jawdrop*
'nuff said.

Hexagon
November 12th, 2004, 10:38 AM
Excellent :D a perfect translation of the original sprite , i'm impatient to see it finished... ...pretty nice work dani !

Da_maniaC
November 12th, 2004, 03:11 PM
Whoa that looks great!!!

Perfectly true to the original :D

Besli
November 12th, 2004, 05:21 PM
BOOAAH!! *eek*
Superb work Dani!!! (As always!! *winky* )

Mr. Chris
November 12th, 2004, 10:53 PM
Looking good as usual, Dani boy! :D

xZAOx
November 13th, 2004, 01:45 PM
Very awesome work there, very faithful. I think the particles under the pipes would look impressive, but some might not like it due to not being that way in the original (to hell with them tho, I say!)

Da_maniaC
November 13th, 2004, 06:05 PM
but some might not like it due to not being that way in the original (to hell with them tho, I say!)

So practically your saying:

To hell with you Dani, then.

*rofl*

Besli
November 13th, 2004, 06:48 PM
I personaly believe that not everything needs to be modeled and can indeed work and look better by creating the detail in the skin.
Yes, that's true! A good model is a mix of a acceptable polycount and a good skin!!

xZAOx
November 13th, 2004, 10:02 PM
So practically your saying:

To hell with you Dani, then.

*rofl*

No no no, to hell with the other people, hehe. I think the particles are a good idea.

Envid
November 14th, 2004, 08:38 AM
impressive skin as well as model dani, very well done

DaniJ
November 17th, 2004, 05:35 PM
It's Offical - The jDUI is merging into the jDRP

Yep I've spoken with Slide and you can expect jDRP 1.1 to feature everything that is currently part of the jDUI. Hopefully it will also include some of the stuff he was working on for the next jDUI. I've contacted Chilvence and I now have the original files used for creating the hires font (which I've now turned into a template and created some actions to automatically export the whole font set (to make it easier to manage)).

So to celebrate I created this:
http://modelyard.newdoom.com/jDRP/DoomLogo.jpg
Obviously it still needs texturing. I don't yet know what I'll use it for... most likely I'll create some hires renders of it for use on the menus untill Skyjake adds support to have a 3D model appear there instead.

Chilvence
November 17th, 2004, 05:37 PM
(which I've now turned into a template and created some actions to automatically export the whole font set (to make it easier to manage)
*cry* Why didnt you tell me you could do that

DaniJ
November 17th, 2004, 05:50 PM
I thought you knew. It was only when I saw the template that I realised you must have done them all by hand each time you changed them, *ugh*, man that must have been a pain in the arse.

Yeah basically what happens is when you've finished editing them you simply click a button and it then exports each to a seperate file with the correct aspect ratio. I then have two other actions that then goes through each one and resizes it to the required size (for fonta & fontb).

I plan on packaging the new template and the actions up along with a tutorial on how to use them so that anyone can easily make a font pack. I'll need to write the tutorial first though (appearing soon at a wiki (http://deng.sourceforge.net/cgi-bin/view/Main/WebHome) near you) and create an alternate font pack as an example.

Chilvence
November 17th, 2004, 06:12 PM
Actually, I just made damn sure I wasnt going to make any more changes to the thing and only exported them once. I did have to do it again for the slighly different smaller font (incidentally, I just uploaded the slightly cleaner version of the font to the same link as before, you should definately use that for the smaller font)

Juan_Fraglef
November 17th, 2004, 08:30 PM
Very nice, Dani. I like that model. It would be awesome to see that spinning around in the game menu instead of the old patch. :)

EDIT:
Oh, and glad to see the merger between jDUI and jDRP. Very sweet. *party*

Lord Kaizen
November 17th, 2004, 08:42 PM
What about the jDEP?

edit: Oh, wait... That was Slide's work, wasn't it? Nevermind then.

Chilvence
November 17th, 2004, 08:51 PM
Now merge with the JDTP so we can have awesome Dani-Forged wall textures for everyone *grin*

DaniJ
November 17th, 2004, 08:58 PM
Now merge with the JDTP so we can have awesome Dani-Forged wall textures for everyone *grin*
Heh.

Yeah I'll do some more texture work for the jDTP once I get jDRP 1.1 finished. I still need to finish them spine textures I started. Eventually yes I plan on including textures in the jDRP.

Yes the jDEP is practicaly all Slide's work (I made the generic skybox model).

tomrok777
November 17th, 2004, 11:07 PM
is the jdrp version of the jdui going to include any new features that arnt currently available?

DaniJ
November 18th, 2004, 04:48 AM
Work on the jDRP continues at startling pace atm :) So far today I have finished modeling, unwrapping and rigging the new Revenant. I've also nearly finished the head skin for him:
http://modelyard.newdoom.com/jDRP/Rev.jpg
I still need to skin his body and animate him, so I'm doubtfull he'll be finished for jDRP 1.1 but you never know :)

I've also finished the new keycards, medipacks and a spinal column.

jDRP 1.1 might include some new/updated GUI stuff, depending on what Slide has finished and if I decide to spruce up the titlepics I did.

Kresjah
November 18th, 2004, 06:33 AM
In heavens name, how the hell do you manage to pull that of? It's just so... beautiful. I envy your skills. God I'd like to be able to make such lovely models.

---

Very nice, Dani. I like that model. It would be awesome to see that spinning around in the game menu instead of the old patch. :)

Well, it'll probably be some time before it can be done anyways, but I think it would be better if the title hovered rather than spun around... like with webpages, if you overdo animations and all sorts of fancy stuff, it'll just look bad and take focus away from what is actually important on the screen. But then again, this is a personal opinion, and it's not my call.

Great work Dani! :)

MasterOfPuppets
November 18th, 2004, 09:04 AM
i like the touch of green in his eyes...er, eye sockets

Harry
November 18th, 2004, 09:13 AM
another *jawdrop**jawdrop**jawdrop**jawdrop* :D I can't wait!!!!!!!!! must....get......jDRP1.1*grin*

Weenuk
November 18th, 2004, 11:32 AM
This is going to be sweet.

Lord Kaizen
November 18th, 2004, 01:44 PM
Wow. That rivals the look of the revenant in D3! I like the detail you put into the sutures at the rear. I'm expecting that there will be some good lookin' gore on the body when it's finished. :) Like exposed muscle mass on the pelvis and femurs and some internal organs when looking up from the bottom of the armor vest. *heart* YAY!!!! (I'm such a sicko lol) When you look at several views of the sprite ("SKELC1F1", "SKELC2F8", "SKELG1", "SKELG7", "SKELG8", "SKELK1", "SKELL8") you can see that the bottom of the ribcage is visible along the sides of the ubsidedown "V" opening in the armor. You can also see the back of the ribcage in "SKELJ5".

Can't wait to see what the new lost soul will look like when you get around to it. *xbones*

Da_maniaC
November 18th, 2004, 02:34 PM
Whoooooooooooo

That head is looking terrific...

:D This pack is gonna rock so bad, compared to the prvious ones.... :D :D

DaniJ
November 18th, 2004, 02:43 PM
Wow. That rivals the look of the revenant in D3!
Wow! Thanks man.
I still need to finish the very light frontal lobe area and do something about the overly thick dark "lines" around his teeth.
BTW the skullkeys are revenant skulls in jDRP 1.1 that have been painted and have had the Sigl of Baphomet carved into them.
Can't wait to see what the new lost soul will look like when you get around to it.
He's already finished and in game :)

tomrok777
November 18th, 2004, 03:23 PM
so why havnt we seen it lol ;)

bodhi
November 18th, 2004, 03:54 PM
Wow. That rivals the look of the revenant in D3! I like the detail you put into the sutures at the rear. I'm expecting that there will be some good lookin' gore on the body when it's finished. :) Like exposed muscle mass on the pelvis and femurs and some internal organs when looking up from the bottom of the armor vest. *heart* YAY!!!! (I'm such a sicko lol) When you look at several views of the sprite ("SKELC1F1", "SKELC2F8", "SKELG1", "SKELG7", "SKELG8", "SKELK1", "SKELL8") you can see that the bottom of the ribcage is visible along the sides of the ubsidedown "V" opening in the armor. You can also see the back of the ribcage in "SKELJ5".

Can't wait to see what the new lost soul will look like when you get around to it. *xbones*

I should see it in movement to say the final verdict
i say i prefer this one too to the d3 revenant on static , this model is yet veeery beautiful to see static ..

Cain
November 18th, 2004, 05:18 PM
*eek*

-Very beautiful model and skin !!
I wonder how you does that, I am really impressed
-realy, i need learn some skining stuff with you !!! *wacky*

I' wait the JDRP impatiently ...

Lord Kaizen
November 18th, 2004, 07:12 PM
Wow! Thanks man.
I still need to finish the very light frontal lobe area and do something about the overly thick dark "lines" around his teeth.

I'm serious, to me the skull of the D3 version looks a little bland in comparison.

Besli
November 18th, 2004, 07:38 PM
*eek* Very great Dani!!

Jaquboss
November 19th, 2004, 09:02 AM
It´s nice but it´s still "papper skull" , you need to do nice interior as well ..
But most players will never notice that :D

Harry
November 19th, 2004, 09:04 AM
It´s nice but it´s still "papper skull" , you need to do nice interior as well ..
But most players will never notice that :D
You cant make things in jDooM very detailed because you will be fighting LOTS of these at 1 time, so you don't want too much slowdown;)

DaniJ
November 19th, 2004, 01:17 PM
Plus you won't even notice in game as when the head is on the shoulders all you can see through the jaw is the neck (ie not whatever is behind it) :)

ray_1301
November 19th, 2004, 04:48 PM
I havent been to these forums for like 8-9 months or more, sorry. Looks like your 3d n 2d work has improved greatly from when u first started this project, looks like your contstant work on the jdrp really paid off. While my absence i learnt how to model and skin too. hehe :) Keep up the great work.

DaniJ
November 19th, 2004, 10:19 PM
I'm extremely happy to be able to announce that as of today everything is in and working that will be in jDRP 1.1. All the models, skins, deds etc etc

All that remains now is the final pass on the skins to add the finishing polish :) (plus the beta phase of course which I'm planning to start on the 4th Dec)
http://modelyard.newdoom.com/jDRP/ImpFinal.jpg
That is pretty much final other than colour balancing.

draconx
November 19th, 2004, 10:55 PM
Thats an impressive head. Like what you've done with the mouth there.

Caden
November 19th, 2004, 11:41 PM
The nose is just textured on isn't it? It looks a little flat. The teeth look really good.

Envid
November 20th, 2004, 01:08 AM
excellent job dani.... most impressive, im curious how it will look ingame

tomrok777
November 20th, 2004, 05:13 AM
very nice indeed, somebody get the imp a tictac. great news about your progress, i am really excited to get my hands on this stuff. i wish i could afford to pay you so you could work on this full time lol. looking at the imp i am pretty excited to see how the different enemies will turn out.

Hexagon
November 20th, 2004, 05:48 AM
Excellent :D i like its teeth (a dentist , quick !! *wacky* )
i'm impatient to shot my shells in this [verywelldone] scary head... *diablo*

Da_maniaC
November 20th, 2004, 06:44 AM
Yeehaaw..... means its soon going to be released!! :D

I cant wait :p

Weenuk
November 20th, 2004, 08:02 AM
I think that stuff is too damn good for all of us and you shouldn't release it at all, lol. No but seriously, you're skinning and effiency are right up there now. Couldn't ask for more, wow.

DaniJ
November 20th, 2004, 08:30 AM
Yeah the nose was looking a bit flat there so I went back and re skinned it, looks better now. Yes it's just textured on.

Thanks everyone. Yeah I think I've come a long way since I started (a little over a year ago) and I've had to teach myself everything in the process. I think now I'm at the appropriate level to really tackle those monsters in jDRP 1.2 :)

When I've been bored just recently I've been working on the switches, creating models of them all so it's just a case of Skyjake implementing decor models and theyre ready to go.

Kresjah
November 20th, 2004, 10:08 AM
In Star Wars, they say: "May the Force be with you!"

But with Dani, they should say: "No need to say 'may the Force be with you', 'cause it most certainly is and I can tell by just looking at those pictures".

:p

I think I speak for us all when I say that we love your work! *thumbs*

Da_maniaC
November 20th, 2004, 11:43 AM
Yeah youre right about that Dani...

Funny how this kind off stuff can evolve, in models looking just as good as ones in any modern FPS nowadays...,

IMO, jdrp started out, with crap monsters as well.... imo the items and all were ok, and even improved in 1.01, and now the monsters and weapons are even getting improved, its really getting somewhere. :)

Kresjah
November 20th, 2004, 01:38 PM
Btw, hope you don't mind Dani, but I took the liberty of improving your work a bit (and if you do mind, then I'll remove it again). :p

Fancy a little KrImpse? With beard? (Full size) (http://home.no/fragagib/KrImpse5.jpg)

Felix
November 20th, 2004, 02:09 PM
Heh, I remember being wowed by your skinning of your Zombie heads, now in comparison they look like a cartoon show, you've definitly come a long way baby

porjay
November 20th, 2004, 03:52 PM
ohh man i'm sensing these are getting released soon *bow*

Truely fantastic work dani i'm sure no one will be dissapointed

tomrok777
November 20th, 2004, 05:52 PM
decor models, thats something im looking forward to. any chance we could see how theyre shaping up? i know it probably seems like a little thing compared to hellspawn and pickup items but i think theyre going to be really cool.

Canassa
November 20th, 2004, 06:20 PM
If you look close you can see some blood around the Imp mouth :) hehe.. I think that there is no napkin in hell *rofl*

Great job Dani! Those are the best MD2 models I have ever seen

Wa59
November 20th, 2004, 06:57 PM
Just ... WoW..
I loved the imp, i loved everything , I WANT THIS NOW
=P

hurleybird
November 20th, 2004, 07:02 PM
we will be expecting a lot of screenshots after it goes into beta testing phase ;)

Oh, btw, if you need me to beta test i have a 6800U

ChexBoss
November 20th, 2004, 07:51 PM
I'm willing to test it. :P I don't know what spefications I need, but I usually run about 145 fps with everything on. *xbones*

primus1236
November 20th, 2004, 08:36 PM
ohh man i'm sensing these are getting released soon
I've been sensing that for months. *bliss*

Wicked Anime Kid
November 21st, 2004, 03:59 AM
The testing is closed beta testing. Dani will be selecting the appropriate people for the testing;)

Dani that skin for the imps head looks really good. Though I think the eyes have this empty gaze instead of an evil look. I think you have to add more red contrast into the eyes to make it look more evil. Also like you said it needs some color balancing in some areas (under the nose for example).

Keep up the mighty good work Dani*thumbs*

doominsanity
November 21st, 2004, 11:29 AM
Dani, that imp is absolutely amazing. BTW, I do value your opinions. Your tuts taught me a lot.

Sometimes I'm an asshole. Ok,ok, all the time.

DaniJ
November 23rd, 2004, 03:51 PM
Time for another pic I think:
http://modelyard.newdoom.com/jDRP/Soul.jpg
As usual it's a WIP, still much to be done especially with the bolts (which won't be modeled as it's already a bit hi poly).

Just an idea: How about a shaft of light that shoots out a random side of the skull's eyes as it spins? Too much?

Wa59
November 23rd, 2004, 04:03 PM
YAYYYYY, nice skull there

Weenuk
November 23rd, 2004, 04:46 PM
Looks like it has just the right amount of detail in the model and got that down pat. Can't wait to see the finished skin on this. I forget how the sprite looks, but you might be able to do something different with those bolts I guess, don't know what. They just seem kinda silly on that model.

Caden
November 23rd, 2004, 05:10 PM
Maybe the light shines from the eye sockets?

Lord Kaizen
November 23rd, 2004, 09:23 PM
Those bolts are there cuz they are on the sprite (just checked like always :) )

That model looks awesome! (as if they never do? ;) ) You really put alot of detail into it. Too bad you probably won't notice those symbols as it spins overhead. What's on the top and bottom? I really like that beam of light idea Dani! Please put it in! :)

DaniJ
November 23rd, 2004, 09:55 PM
On the top and bottom is the Star of David inside a circle, which if you know your satanic symbols - is used by warlocks/witches when summoning demons.

The bolts look better now, I've recessed them and added a lot more detail to them so they look like iron bolts. I've also faked a smooth curve in the skin so that the top of the skull where it meets the box is now a smooth curve instead obeing all angular like in that pic.

That's what I was thinking - light shoots out from a random side of the cube emiting from the eye sockets. I think it could look pretty cool so if I get a few more takers I'll do it.

MasterOfPuppets
November 23rd, 2004, 10:12 PM
looks bitchen

EDIT: and yeah, the light thing would be awesome.

mrinsane
November 23rd, 2004, 10:16 PM
ill have to admit that imp model looks better than some ive seen in halflife 1 infatc some people might mistake that imp model from doom 3!!!

Caden
November 24th, 2004, 02:39 AM
On the top and bottom is the Star of David inside a circle, which if you know your satanic symbols - is used by warlocks/witches when summoning demons.

I belive it's called a pentagram, a star of david is the Jewish symbol, that has 6 points:
http://www.palancartrading.com/images/full/star_of_david.jpg

The writing on it looks great, does it actually say anything?

DaniJ
November 24th, 2004, 03:21 AM
Thats the one, the 6 pointed star symbol is used in satanic rituals when surrounded by a circle. A warlock first draws the circle, then he steps inside it, then he draws the star inside the circle. After that a chant and some blood is dropped into the center of the star and Hey Presto... a demon appears.

SgtMagor
November 24th, 2004, 04:25 AM
wow, all kewl stuff.can't wait to finally get my hands on 1.1 thx for the eye candy :). um, was wondering Dani can't remember if if the zombies would be updated in 1.1 or are you waiting for 1.2?, and will you still keep the green hair and add the glowing eyes on the zombie that had red eyes so that when your in a dark room all you see is the eyes coming at you.

edorien
November 24th, 2004, 04:44 AM
Thats the one, the 6 pointed star symbol is used in satanic rituals when surrounded by a circle. A warlock first draws the circle, then he steps inside it, then he draws the star inside the circle. After that a chant and some blood is dropped into the center of the star and Hey Presto... a demon appears.
Not exactly see below link


I belive it's called a pentagram, a star of david is the Jewish symbol, that has 6 points:


No, both are used in
The Greater Key of Solomon the King (old book detailing how to summon various demons and angels

http://www.sacred-texts.com/grim/kos/kos27.htm
There is an image of the pentacles of jupiter
2nd one has star of david in. Used for
The Second Pentacle of Jupiter.--This is proper for acquiring glory, honours, dignities, riches, and all kinds of good, together with great tranquillity of mind; also to discover Treasures and chase away the Spirits who preside over them. It should be written upon virgin paper or parchment, with the pen of the swallow and the blood of the screech-owl.

DaniJ
November 24th, 2004, 06:02 AM
hmm, thats conflicting with the site I found but it looks more accurate anyway. I've got a copy of the Necronomicon around here somewhere so I'll check.

ChexBoss
November 24th, 2004, 07:55 AM
I think I got lost some where.

Will the imp's eyes be glowing?! Make the zombies glow to, and any other demon with red eyes. *xbones* *munch*

Chilvence
November 24th, 2004, 08:32 AM
Wow. Big Jaw *grin*

Xerxes
November 24th, 2004, 11:30 AM
Will the imp's eyes be glowing?! Make the zombies glow to, and any other demon with red eyes. *xbones* *munch*

For the moment, we can't put any light on a model but i don't know with the new Doomsday 2.0 :o

primus1236
November 24th, 2004, 11:34 AM
Could the eyes be on fire? Like the torches?

-RightField-
November 24th, 2004, 12:26 PM
For the moment, we can't put any light on a model but i don't know with the new Doomsday 2.0 :o

How about using some billboarded planes with additive filtering? If that is supported that is..

Lord Kaizen
November 24th, 2004, 12:35 PM
There is an eight pointed star on the demon teleports in Doom64... Could the five pointed and six pointed stars both been used in demon or pegan worship?

No the Dani's imp looks nothing like D3's imp. It has 8 eyes! I hate it! I like Dani's much better. :)

Caden
November 24th, 2004, 12:35 PM
Meh iv always heard it called a pentagram with 5 points. Doesnt matter, either way it still looks cool. If all else fails we can vote on it.

Hexagon
November 24th, 2004, 10:33 PM
Will the imp's eyes be glowing?! Make the zombies glow to, and any other demon with red eyes. *xbones* *munch*
As i remember Jimi made this effect with some models in his artic base mod.The effect is absolutely excellent, in darks places , you see only red eyes brrrr... *sick*

DaniJ
November 25th, 2004, 09:53 AM
The way I do it is with extra planes using additive blending, that way they react to the light level of the sector. The effect could look a lot better once shaders are available.
Someone wanted to see the switch models:
http://modelyard.newdoom.com/jDRP/SWTech.jpg
Remember they won't be in 1.1 unless Skyjake adds decor models in the next Doomsday release.

doominsanity
November 25th, 2004, 10:20 AM
Dani said

I think it could look pretty cool so if I get a few more takers I'll do it.

I'm a taker! :p

Chilvence
November 25th, 2004, 10:21 AM
I reckon the best way to do that is have it so you define a model replacement for individual patches. Then you only have to write one line for each one...

Envid
November 25th, 2004, 11:01 AM
dani, i know u have a hud weapon to show us ;)

Wa59
November 25th, 2004, 11:17 AM
5h()\|/ U5 A Hud Weapon !!~~~~

Lord Kaizen
November 25th, 2004, 11:28 AM
Those switches will look nice when textured. How will the switches work when toggled? Will there be seperate models for both on and off or will they actually be animated?

BTW, Along while ago I asked you if it would be possible to append ambient sounds to objects since there isn't any in the old Dooms. Here are some examples of what I'm talking about:

heart on pillar - heart thumping sound effect
torch - soft burning noise
techlamp - florescent buzzing noise
techpillar - the sound electricity zapping
corpses - the sound of flies buzzing around (perhaps even acompanied by particle effects that look like flies?)
live guy on stake - sounds of groning, screaming, calling for help, ect.

I would also like to append sounds to textures if it was possible. What do you think?

DaniJ
November 25th, 2004, 12:00 PM
Re: Ambient sounds
Sure, I've said before that I'm intereted in adding new sounds to jDRP but no one has so far stepped forward to create some. I have no way of creating sounds other than my mic and windows sound recorder. Yes it is possible to attach new sounds, so if someone can create me some (no rips from other games) then I'd be happy to do the work and attach them.

Adding sounds to textures isn't supported directly atm. It would need Skyjake to code it up in a way that stops thousands of the same sound being played if there are eg 100 of the same texture in the same sector.

With the decor models I'm thinking that it would be a nice way to do it (as Chilvence suggested) but remember that currently Doomsday doesn't use patches at all. It would be a very neat way to do it as Doomsday could check the dimensions of the patch relative to the texture and the patch origin, then if any point within that area is vissible it renders the attached models.
I'm hoping that Skyjake will think of a way to have them animated (not just interpolated as that could look nasty for the throw switch but the others would look fine) I guess we'll just have to wait and see.

I'll post up another HUD weapon pic (probably the DB shotgun) once I finish the skin.

In other jDRP news I've just finished: a new Hires Doom2 Intermission pic, new menu skull (the old one bothered me) and Doom map blood splat. I've also fixed the bug where the HUD icons were rendered in place of the in game sprites if you run without models.

Caden
November 25th, 2004, 12:20 PM
I found some sounds on thefreesite Dani, If you want I can email them to you.

Chilvence
November 25th, 2004, 12:42 PM
With the decor models I'm thinking that it would be a nice way to do it (as Chilvence suggested) but remember that currently Doomsday doesn't use patches at all.

Well it does really, at least as much as any other version of Doom; It just doesnt use them for anything other that building complete textures. The way I figure it would work is that it would scan the Texture table for any defined patches, and then make the link between a particular texture and its corresponding model itself. Then somewhere at level start I suppose it would spawn all the decor objects; and keep an eye on any walls that change texture or move making changes as nescessary.

Envid
November 25th, 2004, 12:53 PM
very nice dani, i appreciate it, awesome work with the models man.... very pro and very detailed

tomrok777
November 25th, 2004, 02:31 PM
happy festivas guys!

DaniJ
November 25th, 2004, 04:05 PM
Finished another switch, sans texture of course (pointless wasting too much time on these atm).
http://modelyard.newdoom.com/jDRP/EyeSwitch.jpg
At 618 polys it could use a bit of optimising before it's used in game though.

Lord Kaizen
November 25th, 2004, 05:55 PM
Cool! I hope all thes will be supported eventually.

Untill ambient sounds are included in the jDRP, I would like to use some ripped sounds just for my own pleasure. But I don't really know how to write defs. Could you show me an example of one that will add them to objects so I can just copy and paste the stuff I want? It wouldn't conflict with the jDRP would it?

ChexBoss
November 25th, 2004, 07:11 PM
Concerning the sounds... all someone needs is an Apple(r) and a sound studio. They could enhance the sounds to make them sound better over all. That could be a whole nother pack tho, like, jDSE - jDoom Sound Enhancement

Mr. Chris
November 25th, 2004, 11:19 PM
Great work on the spawn cube, as long as ambients can be toggled on/off, I'm fine with it.

tomrok777
November 26th, 2004, 12:56 AM
hey dani since im the guy who asked to see the switches i just thought id let you know i think theyre great (big suprise huh? lol) and look every bit as cool as id hoped they would. about hawthorne though, i was just wondering how you see md3 support effecting (affecting?) the jdrp, especially since youre doing so much great work now with the md2s? what are the advantages of the md3 support, will it effect what youve already done and will it really be a worthwhile addition when youve already done so much without it? just curious.

Chilvence
November 26th, 2004, 01:08 AM
Finished another switch, sans texture of course (pointless wasting too much time on these atm).
[img]EyeSwitch.jpg[img]
At 618 polys it could use a bit of optimising before it's used in game though.

Actually, even if decor models arent added for a while, we could use a textured version of that for the JDTP (rendered flat of course)

DaniJ
November 26th, 2004, 02:52 AM
I found some sounds on thefreesite Dani, If you want I can email them to you.Sure, if you think they'll fit and are of decent quality.I would like to use some ripped sounds just for my own pleasure. But I don't really know how to write defs. Could you show me an example of one that will add them to objects so I can just copy and paste the stuff I want? I don't have any examples I'm affraid, I just know it is possible. What would need to be done is to edit the states of the objects you wish to add the sound to. Jimi (of ZooW fame) would be a better person to ask as he has had more experience with adding ambient sounds. It wouldn't conflict with the jDRP would it?
Probably yeah. What you'd need to do is open eg D-TallTorchRed.ded and then once editing repack it back into the jDRP.Actually, even if decor models arent added for a while, we could use a textured version of that for the JDTP (rendered flat of course)
Ok dokeyhow you see md3 support effecting (affecting?) the jdrp, especially since youre doing so much great work now with the md2s? what are the advantages of the md3 support, will it effect what youve already done and will it really be a worthwhile addition when youve already done so much without it? just curious.I've covered this a few times in depth but broadly speaking here are the advantages from jDRPs perspective:

1) FAR greater fidelity in the vertex compression used on multi frame models.
This means that any animated objects will benefit (once resaved in MD3) from much better precision when animated, in other words it will eliminate the problem of "vertex swimming". This is a very big concern and now that we have better models the problem is becoming far more obvious as the density of the meshes increase. At times in the development of 1.1 I have had to leave out planned detail due to this problem. This is my number 1 reason for wanting a new model format.
2) Models can be devided into groups (tags).
In Quake3 the player models are split into three groups; head, torso and legs. This is mainly to aid in animating characters so that the legs can move seperately from the body and head seperately again. Atm if you have played in multiplayer you'll have noticed how the Doomguy slides around while shooting, with his legs not moving. Model tags are a step towards solving this issue however it would require a rethink on how Doomsday handles model animation.
3) MD3 is a more widely used format and more programs allow you to directly export an MD3 model.
4) Better surface normals - the info used for calculating the direction of the polygon when lighting the model. The Doomsday model format (DMD) has already been extended with better surface normals though.

The move to MD3 won't really affect me too much, there are far more gains than disadvantages. This was the deciding factor when I was planning jDRP 1.1. I didn't want to spend time on the monsters knowing that MD3 would be supported in the "near" future so I decided to concentrate on the items, decor objects (they were in dire need of a makeover anyway) and the HUD. The new Imp in 1.1 should only be thought of as temporary and a learning excercise on my part. Once MD3 is in place I have plans to do much more with him.

I'm very much looking forward to MD3 and shaders, as with jDRP 1.1 - I've pretty much pushed MD2 as far as it'll go *winky*

Looking further into the future - the MD3 format can support bump/specular/normal mapping. It would need Skyjake to do the magic though.

/EDIT Wow that's a long post

Besli
November 26th, 2004, 03:43 AM
Someone wanted to see the switch models:
http://modelyard.newdoom.com/jDRP/SWTech.jpg
Remember they won't be in 1.1 unless Skyjake adds decor models in the next Doomsday release.
Number 2, 3 and 4 are very good! But I don't like the 1st one.
Hey DaniJ can you finish the jDRP 1.1 before you start the work on the switches?

DaniJ
November 26th, 2004, 04:35 AM
heh, don't worry I've hardly spent any time on them at all - those four took an hour to do them all. The other one took about an hour in itself though...

What's wrong with the first one? I thought at first it was supposed to be slider switch (like on mixing tables, cos thats what it looks like) but then that wouldn't make any sense at all, so I changed it to a sliding lever.

Besli
November 26th, 2004, 06:16 AM
heh, don't worry I've hardly spent any time on them at all - those four took an hour to do them all. The other one took about an hour in itself though...

What's wrong with the first one? I thought at first it was supposed to be slider switch (like on mixing tables, cos thats what it looks like) but then that wouldn't make any sense at all, so I changed it to a sliding lever.

Ah, okay! *thumbs*
Hm, i think the first one should be a slider switch (why wouldn't make that sense?).
But hey, like you said:
If you don't like it mod it! *cool*
So make the model as you want to make it!

Chilvence
November 26th, 2004, 06:20 AM
Ok dokey


Yay


"vertex swimming"


You can sort of reduce this a bit now if you split your models into lots of parts (like I did on the old hud shotgun). How are the new shotguns anyhow? ;)


Model tags are a step towards solving this issue however it would require a rethink on how Doomsday handles model animation.

I would think the simplest thing to do would be just to have a special case for the player model, rather than rewrite the book. Eg the legs would be controlled in the most logical way possible by the engine; you define animations for when he is walking, running, sidestepping, turning on the spot, or jumping. The torso has synchronised movement animations for each weapon (so that its not as rigid as Q3), and only breaks from these when you fire a gun. The head just follows the mouse cursor a la Quake 3. Behind all this, it would still be cycling through the frames of the sprite, its just they'd be invisible.

Or maybe you're hoping for an animation system improvement to make the monsters do scary things ;)? I do wonder to what extent you could improve them though, unless you were to throw almost everything to do with the "ai" out and implement some sort of Quake C - like alternative. I suppose at the very least you could make the head, eyes and torso track the player to a certain extent.

DaniJ
November 26th, 2004, 09:57 AM
You can sort of reduce this a bit now if you split your models into lots of parts (like I did on the old hud shotgun). How are the new shotguns anyhow?
Yeah but each (sub)model needs to be a solid mesh with no "holes". Also I'm running out of submodels (current max 8).

Skyjake is planning to totaly abstract the visual representation of an object from the object itself, with the object still adhering to the ai, with the visualiastion taking cues from the object. What that means I don't know but that's what he's doing :)

Actualy if you think about it what it probably means is some kind of scripting language for the visualiastions eg you "know" what state the object is in, how much health it has, what animation is playing etc. A script would then define which animation is played based on this knowledge, so for instance if the object has requested to attack the script could play a different "tween" animation depending on what animation is currently playing or perhaps a random animation. This would also allow inter-state (using the current terminology) interpolation.

Still, this is just my conjecture.

Chilvence
November 26th, 2004, 11:46 AM
Actualy if you think about it what it probably means is some kind of scripting language for the visualiastions eg you "know" what state the object is in, how much health it has, what animation is playing etc. A script would then define which animation is played based on this knowledge.

Sort of like that stage based idea I wrote up a few months back? Only of course, it would be more script like if there were multiple model parts involved...

I wonder where all this will go *shades*

fixxxer575
November 26th, 2004, 01:02 PM
I hope doomsday supports md3s soon because 3ds max & gmax can't export md2's (unless you buy Qtip)

Caden
November 26th, 2004, 01:02 PM
What's your email Dani? The doomsday fourms says "Send email" but I can't attach anything with the fourms.

To the post above me:
There's a free export/import plug in. Ask Metal Sonic about it or find the thread in resources.

primus1236
November 26th, 2004, 01:47 PM
I guess this is the place to ask...
Dani, on your website (modelyard.newdoom.com) There's a link to "doomsday links" on there, under skins, there's a new skin for the soldier, it doesn't come with a readme, and it has an md2 with it. Do I just extract those into the jdrp and overwrite what's there? Are the states the same? Will the old ded work on it?

Here's the link http://www.danielswanson.pwp.blueyonder.co.uk/HISoldier.zip

-Thanks.

Grimm
November 26th, 2004, 04:37 PM
The light idea on the skull boxes is *awesome*. Do it! :P

Gravel-Pit
November 26th, 2004, 10:31 PM
There's a free export/import plug in. Ask Metal Sonic about it or find the thread in resources.

Correction... Metal_Sonic is no more. and they wiplashed KuriKai, and I have been Ip Banned (Phoebus dosn't like me I think)
but here is the Max scripts anyway.
http://homepages.slingshot.co.nz/~dgar/md2imex.zip

By the way. Dani awsome! models.

Chilvence
November 27th, 2004, 08:59 PM
http://www.doomworld.com/vb/showthread.php?s=&threadid=29592
more miniature goodness

Caden
November 27th, 2004, 09:33 PM
Wow, he's a very dedicated fan.

Nephil
November 29th, 2004, 12:22 AM
Correction... Metal_Sonic is no more. and they wiplashed KuriKai, and I have been Ip Banned (Phoebus dosn't like me I think)
Well, this sig sure looks familiar... it only lacks the animation :)

Gravel-Pit
November 29th, 2004, 01:54 AM
It would be animated, but it is not allowed. (And we wouldn't want me to get banned for the 3rd time now... would we.)

@People wanting to create md2's from 3ds max for free.
http://www.blender3d.com/ Is a Free 3d modeling program (version 2.35) for wich you can get import/export scripts that import/export: .3ds, .md2 and even .md5 (doom3) http://bane.servebeer.com/programming/blender/index.html (down right now though)

deus-ex
November 29th, 2004, 01:23 PM
@People wanting to create md2's from 3ds max for free.
http://www.blender3d.com/ Is a Free 3d modeling program (version 2.35) for wich you can get import/export scripts that import/export: .3ds, .md2 and even .md5 (doom3) http://bane.servebeer.com/programming/blender/index.html (down right now though)
Could you please post a link to the .md2 import/export scripts or compile an downloadable archive? I recently had a look at Blender v2.35a (Freeware) and it sadly lacks native .md2 support.

Caden
November 29th, 2004, 02:49 PM
http://homepages.slingshot.co.nz/~dgar/md2imex.zip

deus-ex
November 29th, 2004, 02:58 PM
Thanks. *

Caden
November 29th, 2004, 03:12 PM
All you had to do was scroll up...

deus-ex
November 30th, 2004, 12:55 PM
All you had to do was scroll up...Yes, but i'm lazy. Hence i waited for someone to come around and do the scrolling for me.. ;)

Wa59
November 30th, 2004, 12:57 PM
Yes, but i'm lazy. Hence i waited for someone to come around and do the scrolling for me.. ;)

i prefer scroll tan write *chuck*

DaniJ
December 1st, 2004, 04:29 AM
It's been a while so heres a pic of the WIP Stone Pillar:
http://modelyard.newdoom.com/jDRP/StonePillar.jpg
It looks better in-game with the shiny skin on it though.

Atm I'm running a bit behind where I thought I'd be at this point, still much skinning needs to be done. The reasons being a mix between having to sort my TAX and NI stuff out *ugh* and spending more time than I should on each skin. I'm thinking I'll have to postpone beta testing for another week or so.

I'll post a pic of the HUD DB shotty sometime tonight as I'm working on it today.

Harry
December 1st, 2004, 07:39 AM
Lookin nice Dani *thumbs*

Da_maniaC
December 1st, 2004, 08:46 AM
Woohah, this pack is gonna rock so bad! :D

Nice work! *thumbs*

Wicked Anime Kid
December 1st, 2004, 10:33 AM
That looks very nice, though maybe you should make the skulls have a evil look instead of this gaze they have now (yea me and my eyes I know I know, but now it's like the skulls stared themselves to death).

Keep it up:D

Juan_Fraglef
December 1st, 2004, 01:15 PM
Animated smilies are also forbidden in sigs, Gravel/Metal/Kuri. Just to warn you, before you get banned... again. :p

Harry
December 1st, 2004, 01:22 PM
Yeah, they might take your sig priveliges.
The pillar would look better if the skulls on the pillar were more evil looking *diablo*

Wa59
December 1st, 2004, 01:39 PM
ahuhauahu those skulls are funny , look at those little faces uahuahauhua

Felix
December 1st, 2004, 02:25 PM
hey looks just like the sprite!, got a bit to go though to bring it up to your torch/head on stake level

Chilvence
December 1st, 2004, 02:47 PM
I'll post a pic of the HUD DB shotty sometime tonight as I'm working on it today.

I'm looking forward to this

tomrok777
December 1st, 2004, 02:51 PM
personally the skulls are my favorite part, especially on the top row(the bottom row looks a little streched out). dani you obviously have a very good grasp on lighting bc those skulls look like they have real depth to them.

DaniJ
December 1st, 2004, 03:59 PM
Yeah still got a bit of work to do on that. I'll see what I can do about the skulls eye sockets but remember that they're carvings, not many carved skulls look evil (from what I've seen at various churches/abbeys around the UK anyway ).
Heres an updated pic, mostly sharpening and defining shape and texture. A lot of it is quite subtle so you may need to look hard to see whats changed. I've also split the model and seperated the base, then stretched it's UV's to counter the texture stretching.
http://modelyard.newdoom.com/jDRP/StonePillar2.jpg
WIP of the DB shotgun, had to be taken in-game due to the huge difference the shiny skin makes:
http://modelyard.newdoom.com/jDRP/DBShotty.jpg
As you can see the skin needs a lot of work still. Also I think it's pointing too high, I'm gonna lower the aim a little (not as much as the sprite though cos the aim is too low in the sprites).

Weenuk
December 1st, 2004, 04:06 PM
Very good stuff once again. Just imagine that pillar with a normal map, that would be even sweeter. Shotgun's not to my liking but that's more of a preferance then in regards to the quality shown. Maybe it's just because the view angle is a little wide, idk.

Chilvence
December 1st, 2004, 04:17 PM
Very nice. I'd shorten the barrels a bit and forget the angle, though, it looks just about right to me. Although maybe it could take up a bit more screen space.

Is there another shotgun wanting to introduce itself to everybody as well :) ?

DaniJ
December 1st, 2004, 05:32 PM
Your right about the view angle, I've edited the DED to counter the perspective - its now near-as-damn-it the same size, shape and angle as the sprite (at least with FOV (95 @ 1024 x 768) settings anyway).

Updated pic:
http://modelyard.newdoom.com/jDRP/DBShotty2.jpg

I'll hopefully finish it tomorrow, adding some details like the funny slotty things and do a global lighting pass.

What is it your not keen on Weenuk?

I'll need to spend some more time on the skin for the other shotgun before I show it, it's very messy and not up to public viewing atm.

MasterOfPuppets
December 1st, 2004, 05:39 PM
so close the original! Chilvence's SSG goes down! *drunk*

primus1236
December 1st, 2004, 05:50 PM
Have you redone the model of the hand being used on the pistol? That was almost the only thing I didn't actually like from 1.01. Cheb's hand just kinda looked blocky, I like the hands you're using on the chainsaw, are those the ones you'll be using? or will you be keeping them the same?

DaniJ
December 1st, 2004, 06:00 PM
All the hands are using my new hand model as shown in the chainsaw pic. Speaking of which I need to model the knuckle duster (I forgot about it) but that shouldn't take long.

Organicjerk
December 1st, 2004, 06:34 PM
Looking GREAT, man....It's been really great seeing the Doom stuff redone with such skill...

My suggestions:
On the pillar, I feel as though the value scale is not large enough...I would like to see some more contrast between the darks/lights..To me, the value feels very "grey", even in the skull's eye sockets.

The shotgun model looks Excellent, and more than accurately represents the original sprite and more. Great Job. You've stated that you're still working on the texture.. Will you be putting in areas that show wear and tear? I'm not really experienced in the matter, but I can say between two metal pipes, the difference between an old, "experienced" one and a shiny new one is visually obvious. Scratches? Blunt impact marks? Dents? I don't know... But it's a suggestion.

Great Job, Dani. Keep it up.

tomrok777
December 1st, 2004, 07:42 PM
*jawdrop* that shotgun is the most beautiful thing ive ever seen... all your work has been excellent so far but that is perfection. ive got a question for you dani, have you considered making hi res renders of your models when youre finished to be used as hi res replacement sprites? then people would have the option of benefitting from all your hard work and still having that retro doom style. might be neat.
on another note, personally i think it should look like the sprite, without extra scratches and marks, althought i can see the reason for wanting them. i guess its up to dani though, and thats ok bc at this point i have a lot of faith in that guy.

Lord Kaizen
December 1st, 2004, 10:11 PM
Wow! That looks so much like the sprite! I looked at the sprite and I see what you mean about the slot-like things (any ideas what those are? Maybe a label?). Once those are added it will be perfect! :D But I do like Organic's idea about the dents and scratches.

Wonderfull work on the pillar too!

DaniJ
December 2nd, 2004, 04:05 AM
On the pillar, I feel as though the value scale is not large enough...I would like to see some more contrast between the darks/lights.Yep I'll see to that, there is still some more detail and other stuff I want to do to it first though.
Normal mapping would indeed be very nice for situations like this since obviously modeling every nook and cranny is unfeasible and would add a lot to the look.
You've stated that you're still working on the texture.. Will you be putting in areas that show wear and tear?Most definetly, that is the part of skinning I enjoy the most - putting in the "extras" that add so much to the realism.
have you considered making hi res renders of your models when youre finished to be used as hi res replacement sprites?I haven't given it much thought but I might once 1.1 is released, I can see how some people would want to keep the sprite look. There is more involved than simply taking renders of them though and I'd need to consider the how much bigger they would make the pack. It may be that I create two packs... anyways I'll think it over. I do have plans to create new sprites based on the models (adding in the full eight angles where needed) to ensure a seamless transition from model to sprite, once the object is far enough away but that too will come at a latter point (probably 1.2).
I see what you mean about the slot-like things (any ideas what those are? Maybe a label?)Beats me. All I can imagine them being is what they look like -three raised "bumps". In real-life I doubt any manufacturer would put a logo there (more likely on the sides of that piece).

Anyone interested in random cobwebs around some of the decor things? They can't extend from object to the floor (some objects are often found on pillars or in recesses) but eg between the stem of the torch and the skull base?

I'll go back and do the the shafts of light from the Soul Cube since most of you seem to like the idea (I'll make it an option of course).

JoshuA
December 2nd, 2004, 06:28 AM
Good work Dani, i wait a release soon. *thumbs*

My suggestion:
Shoulder weapons like doom 3?

Gloves instead bare hands?

Weenuk
December 2nd, 2004, 12:01 PM
I like it now. I guess the angle was just funny to me, that's all. Made the barrels look to long. It looks pretty damn good now however you rotated it or whatever happened. Real close to the original, I'm impressed. Can't wait to see the animation. And if you're thinking about some details to add, maybe make the ends of the barrels look like they've been sawed off (not freshly sawed off, as if a little bit of time has gone by perhaps). Not like a crappy quickly done look to it but, well whatever something to think about. It's not like you're going to be seeing much of the ends of the barrels anyway.

Caden
December 2nd, 2004, 02:35 PM
Id like to see the "reload" animation and see the side :D

Envid
December 2nd, 2004, 03:10 PM
very awesome work with the shotgun dani, looks really slick.

Cain
December 2nd, 2004, 03:40 PM
what to say...very incredible work.... ^^

-2 questions: do you have an very difference about the FPS...? (if you compar with old the pack 1.01 )
- according to you, which configuration will be necessary it ...? ( just an exemple... )

thx

Chilvence
December 2nd, 2004, 03:47 PM
This new weapon set is going to be great. Finally, a proper set of hands, and a chainsaw and a shotgun that do not offend the eyes.

Lord Kaizen
December 2nd, 2004, 05:06 PM
The cobwebs sound like a neat idea.

I was thinking about those bumps on the shotgun...when you look at it in the normal scale, there really only appears to be two bumbs. I was wondering if they have something to do with the rear sight...like maybe where one would be attached. :/

Weenuk
December 2nd, 2004, 05:39 PM
What could those little bumps be for? Hmm, well I would say that the standard on all side-by-side shotguns have a little lever that you push to open up the gun and unload the shells (some even shoot the shells out for you). Maybe in the "future" that is actually replaced by a button of some kind instead of a lever, and that button is those little bumps (the sprite is so low-rez who knows what it is supposed to be right). I say a lever would look better, but the button idea sounds truer to the original (although you don't really see enough of the shotgun that a lever could be there afterall). I hold the patent on the button idea lol. :)

primus1236
December 2nd, 2004, 05:59 PM
It looks more like it's where the mallet that hits the shell would be.

Lord Kaizen
December 2nd, 2004, 07:48 PM
Well, if it was a hammer there should be two of them since it is double-barreled. But, some shotguns don't have hammers at all.

I know that the single-barreled shotgun was actually scanned from a toy shotgun and that might be the same case with the super shotgun.

I suppose the guns don't have to be accurate because of what Weenuk said - the games do take place in the future.

Chilvence
December 2nd, 2004, 07:57 PM
Just make two nondescript shiny ridges and leave it at that

Felix
December 2nd, 2004, 09:32 PM
I Second Chilvences' Notion :p

tomrok777
December 2nd, 2004, 10:14 PM
i think chilvence is right, its likely that id was just trying to do something with that space, and that the design has no functional significance; if thats the case it would probably be best to emulate what they did instead of doing something different.

Chilvence
December 2nd, 2004, 10:20 PM
His Gourd! His Shoe! *grin*

Da_maniaC
December 3rd, 2004, 07:14 AM
weeeee, nice shotgun Dani. ;)

I hope the reload animation didnt change all that much tho, cause i really liked that.

Hexagon
December 3rd, 2004, 12:51 PM
Yea, cool dbshotgun,excellent !as usual a [close to perfect] translation of the original sprite and i'm sure it must look amazing ingame with its shiny map :D

mrinsane
December 3rd, 2004, 03:24 PM
btw dani could we have some pics of the flag model for the ctf project i talked to you bout this awhile back but i guess you forgot or somethung

Skutarth
December 3rd, 2004, 07:09 PM
Hey Dani. I was wondering... are you going to leave the gloves on for the fists, or make it like the original (where he takes off his gloves to punch)?

Harry
December 4th, 2004, 01:35 AM
I think he's going to do alternate ones, so you can play the jDRP 1.1 with gloves and without them I think.

DaniJ
December 4th, 2004, 12:44 PM
I'm just gonna do 3 nondescript ridges on the DBShotty. The reload animation is a close to the sprites as I think I get it (ie very).

Yes you have several options for when the gloves are on and off - On for all weapons, Off for all weapons, Mixed (like the sprites).

btw dani could we have some pics of the flag model for the ctf project i talked to you bout this awhile back but i guess you forgot or somethungYeah I did forget, I've not spent much time on the CTF stuff yet though. We can talk about it at ZombieRepublic if needed.

mrinsane
December 4th, 2004, 01:07 PM
yeah make a post about the model on zombierepublic and for christ sake start replying and posting i have replyed to all the topics practilly lol
btw i know this is offtopic

Devon_Rex )(
December 5th, 2004, 06:24 PM
hey Dani your Models rule i dont think i have seen one that is bad they are all good =)

good work

Juan_Fraglef
December 5th, 2004, 07:58 PM
Dani, nice job with the new shotgun skin/models. :D I had a bit of a silly question. Are you going to put the "right handed wield" option back into JDRP? I remember this from the very early versions of the Model Pack (well, either yours or Abb's alternate pack) and I thought it was awesome. Not that anything is wrong with the classic center wield, but I like ability to add that bit of realism to Doom. Thanks in advance.

Driller Killer
December 6th, 2004, 09:44 AM
Dani: I know this was several pages back, but about the Soul Cube box and the hexagram/Star of David design: has a decision been made on what you intend to do here?

IMHO you should ignore whatever is written in the Lemegeton or Necronomicon etc. The Star of David is above all recognised as a symbol of Judaism and the state of Israel - whatever occult significance may have been placed on it by Eliphas Levi or Abdul Alhazred is unknown to most people. Doom isn't a treatise on Enochian esoteria, it's about shooting demons in the face. Stick with a pentagram; everyone knows that pentagrams = Satan.

Besides, from a thematic standpoint Doom is already full of pentagrams but devoid of hexagrams. Hexagrams as occult symbols remind me more of Japanese SNES RPGs than it does of space marines or spider demons.

Oh yeah, great work since last I checked. Love the black viscera at the base of the head-on-pole. Any chance of the design of the skulls on the Skull Pillar being recreated on the marble wall textures that have small skulls? That sort of cohesion of design elements can really help bring the feel of the whole game together in a subtle but probably worthwhile way.

Lord Kaizen
December 6th, 2004, 11:15 AM
About the soul cube:
If you don't want there to be just another pentagram on it, you could go for one of the strange symbols on the red telepads or skinwalls. I think those would be very fitting.

DaniJ
December 7th, 2004, 02:27 AM
Hmm, not sure about the SoulCube most likely I'll go with some funky symbols representing the gates or someything, anyways it's not too important since I really doubt anyone will even notice it.

Here's a wip of the Lost Soul, minus the in-game particle flames n stuff. Enjoy:
http://modelyard.newdoom.com/jDRP/LostSoul.jpg

Harry
December 7th, 2004, 03:17 AM
*jawdrop* NICE! I remember the lost souls having the mouth open sometimes, but I expect its animated:)

Besli
December 7th, 2004, 04:45 AM
*jawdrop* Unbelievable, that's fucking awsone!!

Kresjah
December 7th, 2004, 06:29 AM
*jawdrop*

You constantly amaze me. When I think "that has to be the peak of his abilities", you throw out another WIP which pushes the borders of good looks even farther.

Well done!

Weenuk
December 7th, 2004, 08:33 AM
That hellish demonic skull just looks so damn beautiful. Another excellent example of your work (and this time it looks good at every angle lol). All it needs is some marks and scratches (or whatever a flying demonic skull would have) and she'll e perfect.

SgtMagor
December 7th, 2004, 11:11 AM
kewl pic :)

Lord Kaizen
December 7th, 2004, 11:26 AM
Lovely! :D I really like the flames in the eyesockets. Although, I always think the jawbones are a bit too flat.

Organicjerk
December 7th, 2004, 11:44 AM
The lost soul looks great in detail, but there's an issue about it that got to me about the one from 1.01 as well..

Hrmm... I originally couldn't figure out what it was about it that got to me, and as I continued to look at it and the 1.01, I started to figure that it was the size of the eyes, in combination with the shape of the head.

I looked at the original sprite, and saw that you had, in fact, pretty accurately represented the proportions in the original, but something about it had a different feel. The new model almost feels "cute" and I think it's because of the fact that the eyes being large and mouth being small (height-wise) are "natural traits" of the model, while the sprite seems to have them like that due to the forehead being slightly turned forward.

Either way, the model's shape doesn't seem to accurately represent a human head, and I think that may be my biggest issue.

I tried fudging around with a render of one for a minute or so, just to see if it was , in fact, the proportions that were messing with me, and I'm left to think it is. I'll post the original and my little test just to illustrate what I'm saying.

As with the imp, I feel as though the original sprites were only abstract representations of more detailed ideas that are screaming to be "realistic-ified". Your imp is the most beautiful example of this, where your new model rethinks and redetermines what exactly the sprite was trying to represent with the limited amount of pixels used.

Keep in mind that I'm in no way challenging the quality of the work presented. As I stated before, I'm in deep gratitude to you for the work you've put forth for the Doom community. Keep it up, as always, and I will keep supporting you and offering my critiques/praise.

Original: http://www.terra.es/personal5/ezamora/games/doom2/enemigos/lostsoul.jpg

My sh*tty test:
http://www.organicperception.com/skull2.jpg
ReferencePic (http://www.organicperception.com/skull.jpg)

-Organicjerk

1000Dances
December 7th, 2004, 01:06 PM
In fact, the sprite is so small than anyone can imagine what he wants to. It's true, the sprite got a more evil mouth and it seems the flames exit from it too. But, I don't believe the sprite has to be redone as a 3D clone. Only the feeling. And Dani's model could be really great in game.

Just keep it up, Dani.

Grimm
December 7th, 2004, 02:50 PM
The Lost Soul is pretty clearly a Demon (i.e. Pinky) skull. Look at them side by side.

Dani that shotgun is amazing. Lost soul is pretty damn nice too.

Don't forget about the black gloves option now. :P

Tyberious
December 7th, 2004, 04:10 PM
damn, I can hardly wait to put my 6800 Ultra through a torture test with your models and skins. Long live Doomsday.

draconx
December 7th, 2004, 04:22 PM
About the symbol, you should put this one on it:
http://www.martyrmusicgroup.com/catalog/jewelry_files/nec.jpg
I'm not sure exactly what it represents, but it looks neat ;)

xZAOx
December 7th, 2004, 04:52 PM
Dani - that skull is just sick. Keep up the great work!

Gravel-Pit
December 7th, 2004, 04:54 PM
What would be cool, but not possible, is the flame texture inside the eye sockets being animated.
Nice job with it.

Organicjerk
December 7th, 2004, 05:05 PM
The Lost Soul is pretty clearly a Demon (i.e. Pinky) skull. Look at them side by side.


If that is the case, I don't really see how clearly that is being communicated in-game. If that were true, wouldn't the pinky have a nose, as is portrayed by the lost soul. This is also considering that the pinky's jaw takes up more than half the space for it's face when open, and the fact that the pinky's horns point down, while the lost soul's horns are pointing up.

http://www.trilobite.org/doom/graphics/demon.gif
http://www.terra.es/personal5/ezamora/games/doom2/enemigos/lostsoul.jpg

Of course the fact that it has horns at all would offer the explanation that it is a demon of some sort, which is rather obvious, but I don't think I'm the only one who would determine from the in-game sprite that it is a demon that has a face that's at least derived somewhat from a human being's skull. The Revenant is aother example of this, even if it is an re-incarnated human corpse with machinma attached. And considering that Dani's revenant skull shape from a few pages back looks strikingly similar to the lost soul, I would imagine Dani has come to this conclusion as well.

I understand that you feel you must be quick to defend, but I'm only offering constructive critique. Unfortunately art school has jaded me into offering people objective opinions about their work, even if all of it is not gushingly positive, and I would expect the same for mine. I don't know about Dani, but I hate it when people just look at my work and praise it, without giving any real input or opinions whatsoever. In the end, I'm just saying what I think, and If everyone here would decide to brush me off, that's fine. I would just like to know that I made my point, and was considered for it.

(and another point to make, the reason I don't make a similar notion about the revenant 's skull is because the abstraction would be overshadowed by the body of the model, which I have no doubts Dani made incredible.
With the lost soul, the whole model is just the skull, so all of the attention would be put on it as a singular being, which would mean the level of detail would need to be representative of that.)

Again, I apologize if anyone thinks I'm being challenging or condescending. I'm not. I appreciate and love the work that's being done, and I've expressed that from post 1.

Dani, if you would like me to stop offering the opinions as I have, I shall.

Lord Kaizen
December 7th, 2004, 06:29 PM
The pinky demon doesn't have much in the way of a forehead either. :)

Lightning_Hunter
December 7th, 2004, 07:45 PM
The lost soul looks great in detail, but there's an issue about it that got to me about the one from 1.01 as well..

Hrmm... I originally couldn't figure out what it was about it that got to me, and as I continued to look at it and the 1.01, I started to figure that it was the size of the eyes, in combination with the shape of the head.


The main differences between the sprite and the new lost soul models (both the one Dani has pictured and the 1.01 version) are because of how the fire is used on it. The shape of the skull is much more demonic looking in the original sprite version because of the parts the fire covers up. To show you what I mean, I quickly took out the fire of the original sprite:

http://img.villagephotos.com/p/2004-11/880836/LostSoul.jpg

It doesn't look circular like a human skull at all now, does it? Dani would have to cover up these exact same parts of the skull with the flames in order to get the same appearance as the sprite. The teeth are also much more messed up in the sprite. The newer models seem to have more "perfect" teeth. :)

On a side note, the eyes of the original sprite are red and yellow. There is more red than yellow in the eyes, and I think people tend to focus in on the yellow. This gives off the illusion that the eye sockets are smaller than they actually are. The lower corners of the old sprite are also more “square” than the newer ones, which are more rounded off.

This post isn't a complaint by the way; I’m just saying what I believe the differences are between 3d models and sprites for Organicjerk. I love the newer models just fine. :)

Chilvence
December 7th, 2004, 07:50 PM
Actually, those firey pupils could do with being in there in some way, now that you mention it. Its more like the inside of the eyesockets are being lit up by them, rather than them actually being on fire.

Grimm
December 7th, 2004, 08:43 PM
Uh whoops. I coulda sworn they were the same. My bad. haha

Lord Kaizen
December 7th, 2004, 10:30 PM
Actually, those firey pupils could do with being in there in some way, now that you mention it. Its more like the inside of the eyesockets are being lit up by them, rather than them actually being on fire.

I think you have a point there, and when you look at the sprite, the eyesockets don't flicker.

Chilvence
December 7th, 2004, 10:47 PM
You could even give just the pupils a little 32x32 animated flame texture, theres a ded trick that does that.

DaniJ
December 8th, 2004, 04:34 AM
Wow, thanks for all the feedback, I do appreciate it greatly.

From the feedback I've decided to go back and make some changes to the model:

1) More squared eye sockets
2) Animated eyes
3) Change to the jaw shape
4) Repaint the teeth

Yes your right the LostSoul model was based on the head for the Revenant, obviously though I'll need to spend some more time on making it unique as I can't pass it off as-is as the Lost Soul. It's not really possible to recreate the sprite exactly with flames coming out of the mouth without modeling them, which I'll have to try.

I'm now considering making 1.1 a public beta. Mainly because I don't think I'm going to have the time to get everthing finished before chrimble. So what I'm thinking of doing is releasing what I have thats finished as an ALPHA pack this weekend. So then I can make any changes for beta coming soon after. It would also allow me to get feedback on some of the stuff while I finish the rest off. Your Opinons, thoughts please...

edorien
December 8th, 2004, 06:39 AM
:) :) that's good news if it happens

Chilvence
December 8th, 2004, 06:41 AM
We're still all jealous of your talents though *grin*

I think an alpha would be a nice idea, I mean 30 or 40 regulars have been dying to see the new stuff in action. But I wouldn't sweat on it, people will still give you good feedback even if you just release it without going though anybody, and then you'll have more time to relax ;)

Organicjerk
December 8th, 2004, 07:12 AM
We're still all jealous of your talents though *grin*

Ain't that the truth...

Da_maniaC
December 8th, 2004, 10:51 AM
Dani: sounds like a good idea to me.

That way you will get a lot of feedback, as well as quickly, as tested on a lot of different systems. :)

Lord Kaizen
December 8th, 2004, 11:44 AM
Sounds good. I'm looking forward on getting my hands on the Alpha this weekend. :)

Edit: Wait, how big will the download size be? *sick*

Ravey
December 8th, 2004, 12:42 PM
I've got GCSE progress coursework to give in tomorrow at school so maybe after that an alpha would take my mind off of if I did crap. :(

doomer
December 8th, 2004, 12:48 PM
I'm now considering making 1.1 a public beta. Mainly because I don't think I'm going to have the time to get everthing finished before chrimble. So what I'm thinking of doing is releasing what I have thats finished as an ALPHA pack this weekend. So then I can make any changes for beta coming soon after. It would also allow me to get feedback on some of the stuff while I finish the rest off. Your Opinons, thoughts please...

Excellent idea - It's been a long wait - I'm sure your Alpha will be better than most people's finished product.

SgtMagor
December 8th, 2004, 12:52 PM
woot, great idea. can't wait to see all that eye candy on my screen :)...

DaniJ
December 8th, 2004, 03:56 PM
Just so that we're all clear - the ALPHA version released this weekend will NOT be complete. It won't include quite a lot of stuff and some of it won't be 100% finished (so expect some issues) also the skins won't be optimised for speed (pointless doing that till they are final). I won't be putting it up at either the modelyard or sourceforge, the only place you'll be able to get it is here in this thread. Naturally once 1.1 is final it will be uploaded to the above places with complete documentation etc.

Here is what I've been working on today:
http://modelyard.newdoom.com/jDRP/MLamp.jpg
Kudos to Weenuk for a great model. I had to make some changes here n there but it was pretty much perfect. As you can see by the actual light part it is still very much a WIP

dmitriy167
December 8th, 2004, 04:01 PM
Holy crap. That is just beautiful. I can definitely see the Doom 3 influence in it. In fact, if I saw it in Doom 3, I wouldn't look twice.

Besli
December 8th, 2004, 04:02 PM
I'm now considering making 1.1 a public beta. Mainly because I don't think I'm going to have the time to get everthing finished before chrimble. So what I'm thinking of doing is releasing what I have thats finished as an ALPHA pack this weekend. So then I can make any changes for beta coming soon after. It would also allow me to get feedback on some of the stuff while I finish the rest off. Your Opinons, thoughts please...
*ohmy* THIS WEEKEND!? Would be great!!

Weenuk
December 8th, 2004, 04:13 PM
Hey thanks Dani. Wow, I like what you did with the porting at the bottom there, and the identations around the middle (also the panel towards the bottom middle). The skin seems a little dark, but I suppose once the actual light is working it will, well, light up the skin like the sprite is lit up. Yeah, that actual light part is going to take some clever thinking: does the glass need to be see through (I think it should, but it would be adding a fair number of polys. Mind you, there aren't exactly that many of these things in the level, so it wouldn't really be much of a factor), what kind of light to put inside, etc... Overall, I think it looks really good thus far. I can see some places where the polygons have been removed but it's all for the best anyway, need to have a broad audience who can fully enjoy the pack. That model will be impressive when it's done I'm quite certain.

Juan_Fraglef
December 8th, 2004, 04:19 PM
I don't know. The top section of the lamp looks rather "flat". It feels to me like the top part of the lamp should have an overhang covering the "plastic" light cover. Just an opinion. Other than that, I like the rest of the lamp, especially the base.

Weenuk
December 8th, 2004, 05:19 PM
The original model had a bit of a bevel on the top, but it was removed (and with good intent, to cut down on the polygons). The thing is, if Dani makes/uses some models with higher polygon counts then equivalent models, then the overall look starts to deteriorate. The polygon counts have to be consistent throughout the game depending on the size and detail required by the object. It's nice to say, make the Cyberdemon ~3000 polygons and make an imp more around 900-1200 (the actual one Dani made I think is more around 600. My numbers are just numbers). There a good ratio because the Cyberdemon is much bigger and needs the extra detail. But if you went and made, say, a zombie sergeant around 2500 (minus gun), he would look far too detailed when compared to the imp which is nearly the same size. It's all gotta be consitent. Some items might need more simply because, well, they need it or else they would look stupid. As for beveling the top of the lamp, dani will or won't depending on if he thinks it needs it, and I agree it probably doesn't require it.

Lord Kaizen
December 8th, 2004, 07:32 PM
Wow, now that IS beautiful! The top looks just about like that on the sprite. I don't see any thing wrong with it at all.

Da_maniaC
December 9th, 2004, 05:04 AM
Nice looking lamp Dani. :)

Chilvence
December 10th, 2004, 10:23 PM
Theres a couple more monster pics on http://rome.ro , including a pretty awesome revenant picture.

Hey, you are keeping all these reference links arent you? ;)

Caden
December 10th, 2004, 10:37 PM
I love those scratches. The light texture looks strange to me,

DaniJ
December 11th, 2004, 05:18 AM
Superb pictures! Thanks Chilvence, yes I do keep them all, I've got a folder with tons of reference pics now ready to begin work on 1.2. That Mancubus pic is great, very similar to what I imagined it would look like.

Deathmonkey7
December 11th, 2004, 07:44 AM
hmm.. it's been a while since I've been here but looks like I've missed some things! Great job on everything so far dani.. I'm really looking forward to this release :D

putzboy
December 11th, 2004, 08:09 AM
Tis the weekend is it not? Alpha? I know - one must be patient, but it is hard after seeing all of these screen shots!

Chilvence
December 11th, 2004, 08:18 AM
Thats cool, I just wasnt sure if that last one I posted got lost in the commotion ( http://www.doomworld.com/vb/showthread.php?s=&threadid=29592 )

DaniJ
December 11th, 2004, 09:12 AM
I will say that the ALPHA is NOT intended for use by most people, it will have bugs and it will require some knowledge of how Doomsday works in order to use it correctly. I'll post details on how to get it working of course but don't expect much support.

Yes it is the weekend but it won't be released till tomorrow I've got a lot of work to do before then.

Deathmonkey7
December 11th, 2004, 09:16 AM
If the skins haven't been optimised for performance than I should probably not bother with the alpha and wait until the final release but that's hard to do *rolleyes*

Organicjerk
December 11th, 2004, 11:21 AM
Goddamnit Dani, you're killing me. I have a "promising" date tonight, and I think I'm actually looking forward to this more...


I don't know if that's because I'm such a geek, or because I'm so desensitized to sex...


It could be both....


I'm guessing more cuz I'm a geek, tho. (shuffles pocket protector under armani suit)

:D

mrinsane
December 11th, 2004, 11:46 AM
btw dani j this is starting to get annoying im still waiting for some screenshots of the flag lol

DaniJ
December 11th, 2004, 12:38 PM
mrinsane the flag is not hi priority atm, as I said before it is still untextured so a screenshot of it would be a little pointless since it's just a stick with a single poly thick plane for the flag. I'll get around to it.

Technomancer
December 11th, 2004, 06:54 PM
I can't wait till tomarrow! I've been dying to play with the new JDRP since the first one came out! I'm glad you chose to do a public beta Dani!

ChexBoss
December 11th, 2004, 07:11 PM
Wha? O.o jDRP v1.1 comes out tommorrow?! Where the hell have I been?!

Kresjah
December 11th, 2004, 07:15 PM
To answer your question ChexBoss:

I will say that the ALPHA is NOT intended for use by most people, it will have bugs and it will require some knowledge of how Doomsday works in order to use it correctly. I'll post details on how to get it working of course but don't expect much support.

Yes it is the weekend but it won't be released till tomorrow I've got a lot of work to do before then.

Yes, it will be released tomorrow (unless something comes up), as a public ALPHA release. Meaning that it hasn't reached it's BETA stages yet, so it won't be flawless (although I'm certain that most of us will find using the jDRP 1.1 Alpha more than worth the flaws it might have). :)

Caden
December 11th, 2004, 08:37 PM
I thought it was private? Oh well. *Waits for midnight*

Lord Kaizen
December 11th, 2004, 10:24 PM
The jDRP Alpha will be coming out today! YAY! I have even created a map just for testing it. :)

Besli
December 12th, 2004, 03:44 AM
The jDRP Alpha will be coming out today! YAY! I have even created a map just for testing it. :)
Today it's Christmas!! *wacky*
Oh sorry it isn't, but today comes the jDRP 1.1 Alpha!!

DaniJ
December 12th, 2004, 04:47 AM
Good morning campers :)

If you remeber the 1.0 beta than you know how this will work - all the various parts of it will be uploaded seperately, so you'll have to install them one by one. This makes it easier for me during the ALPHA phase as I'll be making many updates to only certain parts of the pack and I don't want to have to repackage the whole thing every time. I've created a dead simple web page to show the details of each file (when it was last updated) and a space for news updates and known issues. During the course of the ALPHA phase this page will be your first port of call for updates. Once ALPHA has routed out any problems the first (and hopefully only) BETA release will be in complete form (so the majority of people will want to wait till BETA).

I've got to go out to get my bro a bday present so I expect to be able to get the ball rolling latter this evening.

Chilvence
December 12th, 2004, 05:16 AM
Curse this unrelenting sunday shift >:(

Ah well, I got something to look forward to when I get home.

Besli
December 12th, 2004, 05:19 AM
Have to go and install jDoom! *dark*

Ravey
December 12th, 2004, 05:19 AM
*Yawns and stretches* *winky*

Awesome logic: Get your brother a present that is twice as awesome as what anyone else gets him and then tell him that it is easily worth 2 birthdays... He's lucky, my birthday isn't until July and I think I'm gonna buy a new guitar. :)

ChexBoss
December 12th, 2004, 05:47 AM
Make you'r spouse happy, give her a CD with jDRP.

Besli
December 12th, 2004, 05:53 AM
Found another page with jDoom 3D Models!! *bug*
http://zbkoderz.resnet.pl/morgurth/

deus-ex
December 12th, 2004, 08:12 AM
Found another page with jDoom 3D Models!! *bug*
http://zbkoderz.resnet.pl/morgurth/
Very good find. Morgurth is also a very talented model artist, though i doubt that any of his current models will replace any of Dani's work. That's one tough competitor to overcome. :)
Maybe Morgurth can be invited to help adding/enhancing more models of jDoom or jHeretic/jHexen in the future?

Organicjerk
December 12th, 2004, 10:38 AM
The jDRP Alpha will be coming out today! YAY! I have even created a map just for testing it. :)

Mind sharing the map?

mrinsane
December 12th, 2004, 10:57 AM
hmm dani j is taking his time to realease it

sLydE
December 12th, 2004, 11:27 AM
I think you should post the map also. So I can test the jdrp out to the fullest :D

Kresjah
December 12th, 2004, 11:27 AM
Patience my friend. Considering all the hard work and time he (and all his little helpers that unfortunately often gets in the shadow) has done making it and packaging it, the least thing we could do is to let him get the time he needs to get it out in the open instead of pressurizing him. And as said earlier... I think we'll all be able to say that it was more than worth the wait.

Ravey
December 12th, 2004, 11:54 AM
I'm looking forward to it, I just downloaded Sony Vegas 5.0 which looks to be an awesome video editing tool. Hoping to make some sort of trailer-type deal when the public alpha is released. :)

Lord Kaizen
December 12th, 2004, 12:19 PM
It's nothing great. It's just a map were every monster, weapon, powerup and object is on dislplay.

But if you wan't, PM me your e-mail address and I can send it as an attachment.

sirsinalot
December 12th, 2004, 01:41 PM
looks like dani's been delayed with the alpha pack, eh?

Lord Kaizen
December 12th, 2004, 02:08 PM
He said this evening it ain't evening till 6:00 pm. Give the guy a break, sheesh!

And to all you guys who PMed me about the test map, I will be sending it to you all in a matter of minutes. :)

sirsinalot
December 12th, 2004, 02:50 PM
He said this evening it ain't evening till 6:00 pm. isn't it like 11 pm in the u.k. though?

Chilvence
December 12th, 2004, 02:52 PM
Evening for me and DaniJ can mean anything from 6pm to 4am ;P

Kresjah
December 12th, 2004, 02:58 PM
I'm kinda feeling sorry on behalf of Dani. Here you're trying to do great stuff for the community, and you get your thanks through people who is more interested in you releasing the stuff exactly at the time you said you'd release it.

C'mon, look at the effort he's put down in order to bring this wonderful pack to your homes, and show a little gratitude will ya? I'm not saying that everyone is ungrateful or something, but those people I'm indirectly refering to probably know who they are themselves.

If you're in such a hurry, then try making it yourself...

(And what's the use of bickering about when it's evening or not?)

sirsinalot
December 12th, 2004, 03:07 PM
Here you're trying to do great stuff for the community, and you get your thanks through people who is more interested in you releasing the stuff exactly at the time you said you'd release it. now i feel bad *cry* , i'm just excited for the pack! sorry if i seemed ungrateful...

Lord Kaizen
December 12th, 2004, 03:24 PM
I have dial-up so I can only download it while I'm in bed anyway. If it's not here by tonight, I can wait untill another night.

Kresjah
December 12th, 2004, 03:25 PM
I know that many of you are anxious about getting your hands on the pack, and personally, I'm almost drooling over here checking this thread every 10 minutes or less (hehe), but if you try to put yourselves in his shoes...

You've worked for many months (and many hours weekly, in addition to your regular work) on a project that would benefit the community greatly, and then people continously asks about a release date and you try to tell them that it'll be released when it's finished and that it ain't a simple task, then, when you're in the last stages before completion, people come with remarks about you not being on time.

I know that many of you don't do it with the intent of being ungrateful, but please, try being a bit more patient, and make the artist feel like their work is being appreciated.

Anyways, sorry if I seemed a bit harsh in my last post, I didn't mean to upset people, it's just that I feel that Dani should be given some slack, considering the enormous effort he (not to mention other people who've helped making the pack a reality, like Weenuk and Chilvence if I'm not mistaken) has put into this pack.

Lord Kaizen
December 12th, 2004, 03:30 PM
I agree with you Kresjah, and like you I understand the way Dani must feel about some of these remarks.

Patience people.

Dani, you said you had tons of reference pics for working on 1.2. If any of these include sculptures and concept art that hasn't been mentioned in this thread (and if you don't mind), I would very much like to see them some time. :)

Edit: If anyone else wants that test map feel free to ask.

xZAOx
December 12th, 2004, 04:30 PM
I would appreciate the map Lord Kaizen.

Lord Kaizen
December 12th, 2004, 04:35 PM
PM me your e-mail addy then. :)

DaniJ
December 12th, 2004, 04:41 PM
Hey guys, sorry to keep everyone in suspenders but I've had a hell of a day...

Anyways, I'm drunk as a skunk but I'll try and get some stuff uploaded now.

Weenuk
December 12th, 2004, 04:50 PM
Lol, good stuff Dani. Don't remind me about drinking, I can't wait for my exams to be over and get right piss f***ing hammered. Come to think of it, I should be studying and not fooling around on this internet. Keep up the good work and try to wake up on the good side of someone else's bed lol.

Kresjah
December 12th, 2004, 04:56 PM
I'm looking forward to it Dani. Hope the upload goes smooth so that you can wander off again within reasonable time and enjoy the rest of your non-sober time! :)

Lord Kaizen: I tested your map, and I have to say that it was a great asset... not to mention the fact that it finally answered my question as to whom would win a fight... the Spider Mastermind or the Cyberdemon (and believe it or not, the Cyberdemon fell, and I still had to throw a buckload of lead into the Spider Mastermind to make it fall too). :p

sirsinalot
December 12th, 2004, 04:59 PM
wow! so excited! my f5 key is about to break