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Lord Kaizen
December 27th, 2005, 09:07 PM
Hell yeah! :D
-= Mancubus =-
December 28th, 2005, 04:47 AM
As I see from the work done on jDRP since 1.0 version, and the progress of the models and the structure of RP itself (now including not only models, but UI replacements, fonts etc. The progress is comparable with the one Windows has experienced since 3.11 till XP.), I guess, the "1.1" definition it is being named and discussed as - is no more adequate.
I think it should be at least 2.0, or even "II".
What Dani666 would say?
Besides, Happy New Year wish to everyone is coming from here, Kiev, Ukraine. :)
SgtMagor
December 28th, 2005, 07:26 AM
thx for the update Dani...
DaniJ
December 28th, 2005, 02:20 PM
Does this mean we are going to wait another year!? Or about a month..?As soon as Doomsday 1.9.0 is released I will begin releasing new stuff. The pack now REQUIRES the new stuff in 1.9.0.
I know it's going to be complete.. but it was said that at least some more alpha stuff would be released this year.. Time is running away and we don't have this fancy bullet-time button.. sorryIndeed I said I hoped to get some new stuff released this year but unfortunetly we haven't been able to complete the work on Doomsday 1.9.0 yet, so that is now no longer possible.
So you're working intimately with the new Doomsday code so you can further the boundaries of what the completed JDRP will turn out to be.Exactly.
One thing I've been planning is way to "patch" IWADS/PWADS so that bugs in them can be fixed without changing the WAD file itself. So for example the barrels/shotgunners that are imbedded in walls in DoomII MAP02 can be repaired, missing textures can be fixed etc. I plan to use some sort of online repository (jFiles?) where anyone can upload these patches (which will be in the form of very small DEDs). I will then collate them into a module for jDRP.
I guess, the "1.1" definition it is being named and discussed as - is no more adequate.That is a fair point. I don't think 1.1 is entirely suitable now. I'll have a think about what to call the next release.
As I mentioned two months ago, I've now reconciled all the hires textures and patches from the jDTP into a standalone module for jDRP. I've also began the process of unifying everything with a common look/style as still much of the jDTP is a mix of different art styles. The original authors will all be credited of course.
Da_maniaC
December 28th, 2005, 02:30 PM
So when the next version is released, will the jDRP be all we need for an enhanced playing experience?
(All these beta's and so many changes confused me a great deal about what to use...).
Oh and the JDEP of course. (Or will that be integrated too?) .
Mad Max RW
December 28th, 2005, 04:40 PM
I personally think enhancing all the graphics over and over again is a complete waste of time. Realistic models, lightings, and textures look totally out of place in the simplistic levels. You're better off joining the Ultimate Doom remake project for Doom 3.
What I'd like to see is more focus on bringing a kickass multiplayer to jDoom. if you like years of tedium, try your hand at netcode.
Yagisan
December 28th, 2005, 08:47 PM
I personally think enhancing all the graphics over and over again is a complete waste of time. Realistic models, lightings, and textures look totally out of place in the simplistic levels. You're better off joining the Ultimate Doom remake project for Doom 3.
I disagree here. You see, as far as I'm concerned, Doomsday is a game in it's own right, and as such requires it's own art etc. You can have a great Doomsday experience with freedoom + a doom2 megawad + the jdrp, jdtp, jdui, jdep, and many other various available resources, without spending a single dollar, or making illegal copies of Id software iwads. If you feel it is a waste of time, then by all means, don't install the packs. The rest of us however, really enjoy all the work put in by the creators of these resources, and think they do a great job. We eagerly await the next release of their work.
Would you say I waste my time preparing Ubuntu doomsday packages, because there is already a .tar.gz on the sourceforge website ? It's not too different, in my case, I make ease of installation contribute to the enjoyment of the game, others more talented then me, actually make the game and artwork for people to enjoy. If you don't like it fine, but don't complain about what others freely make available for our enjoyment.
Lightning Hunter
December 29th, 2005, 01:15 AM
Re-reading this post (sorry for the length) it sounds like some sort of apology from a dude, up in court - finally admiting his guilt in some elaborate fraud case...
Haha, don't worry; the post sounded fine to me. :)
I totally understand that you want to enhance the Doomsday code to further extend the features of the JDRP. All I was saying in my post is to make sure you keep a good balance, or else you won't ever get anything done. For me, I always end up spending too much time on little details and hardly ever get the main goal accomplished. I don't want to see you make the same mistake with a project this good. :)
I'm not trying to get you to work faster here by the way. If I've learned anything from being around since the first few releases of Jdoom, it would be to have patience and motivate people, not nag them. *laff*
Mad Max RW
December 29th, 2005, 06:27 AM
I disagree here. You see, as far as I'm concerned, Doomsday is a game in it's own right, and as such requires it's own art etc.
That's your opinion. Others may think Doomsday is an extension of Doom, Hexen, and Heretic. A source port.
You can have a great Doomsday experience with freedoom + a doom2 megawad + the jdrp, jdtp, jdui, jdep, and many other various available resources, without spending a single dollar, or making illegal copies of Id software iwads. If you feel it is a waste of time, then by all means, don't install the packs. The rest of us however, really enjoy all the work put in by the creators of these resources, and think they do a great job. We eagerly await the next release of their work.
Hey, I like them, but the years between each tiny release can be best spent on other things (such as multiplayer). There's gotta be a point where you say enough is enough. It's been more than a year since the last art assets came out. I look at my current Doomsday configuration and can't see anything graphically that needs further improvement. I feel whatever comes out now will negligable. But that's my opinion. I'll still download whatever comes out, because I dig it.
Would you say I waste my time preparing Ubuntu doomsday packages, because there is already a .tar.gz on the sourceforge website ? It's not too different, in my case, I make ease of installation contribute to the enjoyment of the game, others more talented then me, actually make the game and artwork for people to enjoy. If you don't like it fine, but don't complain about what others freely make available for our enjoyment.
I'll give my opinion on whatever the hell I want whenever the hell I want. If that's complaining then I suggest you get your priorities straight and learn to deal with it. And I have more patience than you can possibly imagine. I check these forums maybe once every few months, and never feel upset something hasn't been released yet. So don't come back using that tired old patience argument which has been done to death already.
Yagisan
December 29th, 2005, 08:46 AM
Hey, I like them, but the years between each tiny release can be best spent on other things (such as multiplayer). There's gotta be a point where you say enough is enough. It's been more than a year since the last art assets came out. I look at my current Doomsday configuration and can't see anything graphically that needs further improvement. I feel whatever comes out now will negligable. But that's my opinion. I'll still download whatever comes out, because I dig it.As you are not doing the work, you have no say in what is important. If you think multiplayer should be improved, then volunteer your services to help fix it. There are very few people actually working on doomsday and all associated packs, I'm sure they would welcome your help. I thought getting doomsday running on my choice of linux was absolutely shit, so I went and fixed it myself instead of complaining that others should do it for me.
I'll give my opinion on whatever the hell I want whenever the hell I want. If that's complaining then I suggest you get your priorities straight and learn to deal with it. And I have more patience than you can possibly imagine. I check these forums maybe once every few months, and never feel upset something hasn't been released yet. So don't come back using that tired old patience argument which has been done to death already. I haven't mentioned patience anywhere actually. What you actally wrote is very easily read as "you are wasting your time on this, you should do something else that I want instead". I don't see how it can be productive to tell one of the few people still working on doomsday they are wasting their time, when they are doing it for their enjoyment - not yours, not mine, and not anyones elses either. If others enjoy it too, then good.
I've love to continute this conversation, but it is my opinion, that you'll find something else to be opinionated about (possibly even about my opinion of your opinion), which will lead further and further away from the topic. Looking forward to seeing your contributions to doomsday,
Regards
Yagisan
Mad Max RW
December 29th, 2005, 09:36 AM
Typical blind fanboy horseshit. Have a differing opinion so shut up and do it yourself? Only then will an opinion be valid? I've seen that so many times before in so many forums. Give it a rest. Step back and think of what the purpose of this forum is. I shouldn't have to list the games I modded for in the past decade in order to prove myself to every random person that comes along to challenge me.
Relica Religia
December 29th, 2005, 03:39 PM
Mad Max, the only question I had for you was that since many people end up playing custom levels as much - if not more - than the default WADs, would it be fair to say that further additions to JDoom's eye candy would help the appearance or appreciation of higher-detail levels? Because in my opinion, that will be just as much of the JDRP's selling point as how much they improve upon just the looks of the default games.
Da_maniaC
December 29th, 2005, 03:42 PM
Shit, all this flaming didnt answer my question. :( :p
DaniJ
December 29th, 2005, 04:58 PM
Heres an update on the Lost Soul from jDRP 1.1:
http://www.daniel.ddsdesign.co.uk/Stuff/LSoul2.png
As you can see, I've got the lower jaw & inside of mouth, plus the flames to finish. Imagine that with a nice particle flame generator attached, some specular shine (plus two sided polys for teeth) and you'll get a good idea of how it looks in game :)
When I've done that I need to tweak the death sequence a bit (which btw uses model particles for bits of skull bouncing around after it explodes). At which point I think this little fella will be done (he'll be released in the first batch of new stuff after 1.9.0 is out).
Lord Kaizen
December 29th, 2005, 06:10 PM
Sweet. I like how you blended the horns with the skull. :)
Yagisan
December 29th, 2005, 09:23 PM
Typical blind fanboy horseshit. Have a differing opinion so shut up and do it yourself? Only then will an opinion be valid? I've seen that so many times before in so many forums. Thanks for remaining so civil, I know it must be hard for you. I understand you'd rather complain, then help. Excellent choice, really helps you to get what you want done quicker. I salute you, and can only aspire to be as stubborn, short tempered, and opinionated as you. Unless you actually are going to talk about the jDRP in a constructive manner, perhaps you should head over to Rants & Raves and vent some stream there.
Give it a rest. Step back and think of what the purpose of this forum is.Yes, the purpose of this forum is to discuss the jDRP. You requested all work on the jDRP to stop, and instead to concentrate on something for Doom 3 instead. How exactly will that help the jDRP ? What benefit does this have to Doomsday in general ? Feel free to start a new thread with convincing arguments as to why your opinion is the right one.
I shouldn't have to list the games I modded for in the past decade in order to prove myself to every random person that comes along to challenge me. Frankly, I don't care about those games - they have nothing to do with either Doomsday or the jDRP. For your request you don't even have an outline of how it could be done, let alone a sample implementation, so yes I do dismiss you with -ENOPATCH. Thanks for playing - It would be better if ...
As you can see, I've got the lower jaw & inside of mouth, plus the flames to finish. Imagine that with a nice particle flame generator attached, some specular shine (plus two sided polys for teeth) and you'll get a good idea of how it looks in game
When I've done that I need to tweak the death sequence a bit (which btw uses model particles for bits of skull bouncing around after it explodes). At which point I think this little fella will be done (he'll be released in the first batch of new stuff after 1.9.0 is out).
Your new lost soul is looking good, but I'm curious - won't there be a bit of a slowdown against massed lost souls with all of the particle effects from both the lost souls and other particle effects, or have you gotten doomsday to offload some of the graphical work to the gpu to help compensate ?
Lightning Hunter
December 29th, 2005, 10:06 PM
Lost soul is looking good Dani. I can't really criticize it until it's finished though. ;-)
You guys need to stop the flaming already; It's getting old. People stop caring about what you think when you argue like that. It's lousy making Dani search through all those posts for something meaningful, especially when none of it helps him. Maybe he would get done faster if he didn't have to read all that junk.
Zane
December 30th, 2005, 12:31 AM
My thoughts exactly...Let the man finish his work so we can enjoy the new jDRP.
I don't see why this thread is soooooooooo long...when the new jDRP is done go download it and enjoy. The END!
GothmoG
December 30th, 2005, 05:41 AM
Sweet. I like how you blended the horns with the skull. :)
First thing i noticed too, really it looks great :D
SgtMagor
December 30th, 2005, 07:35 AM
wow, the Lost Soul is sweet,man I just can't wait to see all the new updates to the Demon horde,been goin nutz waiting for Dani to unveil the Baron, my most fav monster in DooM :)...
Da_maniaC
December 31st, 2005, 01:23 PM
Yeah nice lost soul Dani! :)
Cant wait to see the new models with some nice animation. :p
Ps. can someone still answer my question, cause im still confused:
So when the next version is released, will the jDRP be all we need for an enhanced playing experience?
(All these beta's and so many changes confused me a great deal about what to use...).
Oh and the JDEP of course. (Or will that be integrated too?) .
Thanks in advance. :)
FreeLanZer
January 1st, 2006, 04:12 AM
OMG! It's so fantastic Dani! I love how you blend different parts of your models!
How many percent have been completed of the next release of the jDRP?
And Nappy Newyear guys!*party*
Yagisan
January 1st, 2006, 05:20 AM
So when the next version is released, will the jDRP be all we need for an enhanced playing experience? Only you can answer that. If you are content with everything in the JDRP, and none of the extra packs, then yes. For me, it will be a base, to which I'll add whatever extra packs I feel are needed for a fun doom game.
Technomancer
January 2nd, 2006, 03:49 AM
An excellent attempt at starting a flame war by our very own Mad Max, thank you and good day.
Dani, I understand I'm just another username on a forum somewhere in cyber space and this might not mean much, but I've become quite attached to your work, it has a certain flair to it and your persistance and dedication are truly remarkable. I want to personally thank you for the time you've spent thus far and the time you have yet to spend on improving an already impressive project.
It is a sad truth that, due to the anonymity and freespeach of the internet, those with the least to say speak the most. I do hope you are able to shut out the bad comments and keep the useful and encouraging ones!
And to those that have contributed in some way or have provided positive feedback for our friend Dani here, give yourselves a pat on the back, you are ahead of the pack of usual mongrels.
Kudos to those that deserve it.
Lord Kaizen
January 2nd, 2006, 04:34 PM
Well said! Excellent post Technomancer.
eXTerminator
January 3rd, 2006, 01:03 AM
Greetings all masters of JDoom!
You are doing an amaizing job u know it?
I saw almost everything about Jdoom, all of it's historical part of it from the beginning until now, and i could only say it's PERFECT!! *heart*
I would like to thank all of those, who took part of the job, and all of those, who helped them and give them strength to do this great job, and to make this "old" game so great, well... u completely resurrected it once more, and forever!!! :-DDDD
I wish I could help u guys somehow, but I'am stupid in programming, and my graphics knowledge is also 0! I'am planning to help u to finish the retexturising, but I need some tutorial for the graphics programs, because those two texts were really a rubbish!
Freelanzer was right, I removed them, but u know that wasn't my own work I had just posted them, later checked them, and saw that u was right! So some instructions need for me, and then perhaps I could help! I experienced that a few TNT textures need to redone, but I think there are some what needs to redone! Does someone have a list?
OK I've just finish my letter, I wish u all have a happy great year, and please keep this game alive 4ever!! Well I can help in this I think...*spin*
eXTerminator
Lord Kaizen
January 3rd, 2006, 01:13 AM
I took the time to make a list of the missing textures a while back and you can find it in the jDTP thread. But it's probably outdated.
Edit: Found it. :D
This should be a complete list of the Doom1/Doom2 textures missing from the jDTP. This doesn't include the textures in the jFiles.org album. And yes, these textures are indeed used in the games.
MISSING DOOM TEXTURES:
Doom1/Ultimate Doom Textures
BROWNWEL
ICKWALL6
SKINBORD
SKINTEK1
SKINTEK2
SP_DUDE6
SP_ROCK2
TEKWALL2
TEKWALL3
TEKWALL5
Doom 2: Hell on Earth Textures
BLODRIP1 ect.
BRICK5
BROWNPIP
GRAYBIG
GRAYTALL
GSTGARG
GSTLION
MIDBRN1
MIDGRATE
MIDSPACE
REDWALL
SKIN2
SKINCUT
SKINEDGE
SKINFACE
SKINMET1
SKINMET2
SKINSCAB
SKINSYMB
SKSNAKE1
SKSNAKE2
SK_LEFT
SK_RIGHT
SLOPPY1
SLOPPY2
SPACEW2
SPACEW3
SP_DUDE1
SP_DUDE2
SP_DUDE7
SP_DUDE8
SP_FACE1
STONE5
STONE7
SW1SKULL
SW2SKULL
TANROCK5
TANROCK7
TANROCK8
ZZWOLF3
Flats
FLAT5_6
FLAT8
SFLR6_1
SFLR6_4
SFLR7_1
SFLR7_4
I just realized...I made this list a year ago. :P
eXTerminator
January 3rd, 2006, 02:19 AM
Dear Lord Kaizen!
Thank the list, but don't u know what TNT textures are missing? I know there are a few ones, I experienced it through the game! And what program what I should use (beside Photoshop)? And how can I look into the WAD files? I know there is a program, which I can use for identificate the wads, and open it's contents!
Well...I possibly need a good start, but these are the first steps... I'm going to have a help in Photoshop through my brother, but I need some instructions to other programs (if they needs)! I would really appreciate if u could help me (or someone, who understand these programs)!
Regards:
eXTerminator
DaniJ
January 6th, 2006, 07:15 PM
http://www.daniel.ddsdesign.co.uk/Stuff/CommandoWIP.png
Thought I'd post an early shot of the new Former Commando. As you can see I've got lots to do to him yet. The model shown is destined to be the hi-poly version.
So when the next version is released, will the jDRP be all we need for an enhanced playing experience?I have no immediate plans to incorporate sound & music replacements into jDRP. I don't want to give too much away...
Lord Kaizen
January 6th, 2006, 08:45 PM
High poly version?
Yagisan
January 6th, 2006, 09:34 PM
Nice. Dumb question time. Will they possibly have randomised skins to give them variety in appearance ?
Xerxes
January 7th, 2006, 02:54 AM
yes it's possible to do it ! Maybe danij will make it :)
Harry
January 7th, 2006, 05:46 AM
Doesn't look too high poly, but a very nice start, when you say high poly, do you mean there will be a low poly one? normal maps?? *heart*
DistantJ
January 7th, 2006, 07:29 AM
Hey Dani, just thought I'd stop by to see how things are going.
Really, really amazing work here, man. The Cacodemon and Lost Soul look better than I had ever dreamed them to be. It's really like looking at what I always imagined the monster from those little sprites to look like if they were real. I really look forward to seeing your Pinky Demon and finished Caco!
I've been mostly playing GBA DooM and Doomsday with just the sprites since I was last seen on here, but I've got an extra 512MB of memory coming in the mail soon and I just can't imagine how good this is going to look with those amazing models of yours and the quite stunning looking jDTP (is that finished yet?).
Great work Dani, keep it up! Same for everybody else!
DaniJ
January 7th, 2006, 09:02 AM
Yes it is only the start of the hi poly version (hence its currently only 2000 polys). The finished model will probably be several hundred thousand polys which I will then optimize to create the low poly base (which in turn will be down sampled by md2tool when generating the LOD versions).
All my models for 1.1 have an ultra hi poly version.
Unfortunetly normal mapping is not available in Doomsday but I decided way back when I started jDRP 1.1 that I would produce hi poly versions first any way. I figured I'd much rather have them sat on my HD then me having to redo all the models (again) if/when normal mapping is implemented. Another factor behind the decision was a personal reason - because I hope to get into the industry I should be experienced in all the techniques/technologies I would have to use (I'm not formaly trained and have no qualifications so I need to be able to provide proof of what I can do).
My model creation pipeline is now very similar to that which one uses when creating models for much more modern engines such as Doom3. Even the skins are broken down to specular, diffuse etc (atm I use a special technique for compositing them into single textures for Doomsday).
Once the normal maps are generated I use another special technique that that converts this data into a greyscale (lighting) texture which I then use as the base for the skin.
Yes, all monster models (and many decorations) will have random skins for variety (ultimately). I'm also looking into other methods for introducing variety in the code itself (stuff like random models, scale/dimension variance etc).
I feel its about time to announce something else that will be included in jDRP 1.1:
Lowres skins
Each model has an addtional set of skins (selectable via an option in the jDRP setup menu in Snowberry). This other set of skins are STRICT recreations of the original sprites. The idea is that with this option enabled and the lowres option set in Doomsday - the models look all pixelly like the original sprites but in 3D. Logically though if you have this mode enabled it would seem odd to have hi-res textures and stuff enabled but you still can if you want to. This mode adds a new facet to jDRP in the same way that including the jDTP does.
I'll post some pics of some models in this mode soon.
jDRP is not just about models anymore... I want jDRP to be the first thing everyone downloads after Doomsday itself.
Thanks again everyone for all the positive feedback :)
Darmuss
January 7th, 2006, 02:33 PM
3D-Lowres-wannabe-sprites!
Now that's interesting. Can't wait to se them*wacky*
Relica Religia
January 7th, 2006, 02:37 PM
Hah, that's awesome Dani! Nice to see more light being shone onto the project.
Harry
January 7th, 2006, 02:40 PM
This sounds excellent, I can't wait :D
Mr. Chris
January 7th, 2006, 08:44 PM
Great news, I can surely wait till whenever 1.9 and JDRP 1.1+ is out. I havn't touched Jdoom cause of this and cause of other FPSes.
deus-ex
January 8th, 2006, 05:40 PM
I havn't touched Jdoom cause of this and cause of other FPSes.
Traitor! :D
Regards,
deus-ex
SgtMagor
January 9th, 2006, 04:49 AM
just wondering Dani!,will the new Zombies, shotgun guys, and other monsters have animated mouths like the current ones do, just think its so kewl that you can actually seeing them scream in pain as your smacking them with the Chaingun...
doomjedi
January 9th, 2006, 07:15 AM
Dani, can't you make 2d sprite pack made of screenshots of the parallel 3D models? and for Monsters - out of 8-directional screenshots? it can be cool for the slower computers....3D feeling with 2D sprites :)
And are you working on a double resolution 2D sprite pack?
xZAOx
January 9th, 2006, 08:33 AM
I want jDRP to be the first thing everyone downloads after Doomsday itself.
Ditto!
The new 'ultra-low-res-sprite-looking' models sounds interesting.
SgtMagor
January 9th, 2006, 12:55 PM
Dani, can't you make 2d sprite pack made of screenshots of the parallel 3D models? and for Monsters - out of 8-directional screenshots? it can be cool for the slower computers....3D feeling with 2D sprites :)
And are you working on a double resolution 2D sprite pack?
think they have that covered here:
http://www.teamhellspawn.com/voxels.htm
Harry
January 9th, 2006, 01:02 PM
Doomsday can't support voxels though.
jake250
January 9th, 2006, 01:37 PM
OMG! THIS THING IS AMASING!
Just tried it out today. First try ever, since im generaly not for doomsday and... OMG This is just too great to be true! That sincerely gave load of points to Doomsday :D
Im hungry to see how ever more amasing this is going to be :P
Relica Religia
January 9th, 2006, 05:24 PM
I don't know if Doomsday will ever cater to supporting voxels, because emphasis is (rightfully) placed on models instead. But hey, if they can easily be implemented at this point of Doomsday development, then I'm all for it; I'd like to see them in action, too.
Voxels are pretty neat. The Voxel Project is something I'm always keeping an eye on.
Lord Kaizen
January 9th, 2006, 08:03 PM
Voxels? Hey those look awesome! How do those work?
DistantJ
January 10th, 2006, 02:40 AM
Voxels aside (who the heck would want those when you can use Dani's models?!) I have to say the newer models look at least as good as the models from Half-Life 2, Dani. We'll have DooM looking up to date in no time!
"I want jDRP to be the first thing everyone downloads after Doomsday itself."
Well I know that I for one will be removing and reinstalling Doomsday in barebones format and then installing the jDRP once it comes out.
The jDRP will definitely be something to show if you want to go into the industry. Will be a great portfolio piece. Besides who doesn't know DooM?
I'm still dying to see that Cacodemon with teeth horns and eyes =D
Yagisan
January 10th, 2006, 03:42 AM
I want jDRP to be the first thing everyone downloads after Doomsday itself. Already done ;) It is automatically selected for download in the Ubuntu/Debian packages when you install doomsday.
KuriKai
January 10th, 2006, 03:48 AM
I would probably prefer voxels, but I have heard that it is hard to implement in opengl.
What should be good would allowing more frames for a sprite e.g being above them and you would see the top of the sprite.
The low res models are a good idea too
DaniJ
January 10th, 2006, 07:38 AM
Yes all the new monsters will have a LOT more animation, all of them have a full skeletal rig including facial bones so they will actualy have a wide range of facial expressions (however due to the compression of the MD2/DMD format its not as good looking in-game as it could be...). Wounds are visible and reveal the monsters internals during battle (think House of The Dead 4) *evilol*.
It is very unlikely either skyjake or myself will implement voxel support in Doomsday (it certainly isn't trival either). Models are a far more flexible medium.
Expect some more pics this weekend (including the near final Cacodemon).
alandog
January 10th, 2006, 01:05 PM
Yes all the new monsters will have a LOT more animation, all of them have a full skeletal rig including facial bones so they will actualy have a wide range of facial expressions (however due to the compression of the MD2/DMD format its not as good looking in-game as it could be...). Wounds are visible and reveal the monsters internals during battle (think House of The Dead 4) *evilol*.
It is very unlikely either skyjake or myself will implement voxel support in Doomsday (it certainly isn't trival either). Models are a far more flexible medium.
Expect some more pics this weekend (including the near final Cacodemon).
Isn't possible to add MD3 support for the release 1.9.0?
It would be wonderful...
Lord Kaizen
January 10th, 2006, 09:17 PM
Wounds are visible and reveal the monsters internals during battle
Oooooooh..... *drools*
Technomancer
January 11th, 2006, 05:49 PM
My excitement for the promised features is almost palpable! I eagerly await the next release, I have refrained from actually playing JDoom until the next release of the JDRP!
Lord Kaizen
January 11th, 2006, 07:35 PM
I haven't played jDoom much with the models turned on. After I played with the jDRP 1.1 alpha, I realised how crappy most of the jDRP 1.01 models are.
Lightning Hunter
January 12th, 2006, 12:35 PM
Hehe, I haven't been playing Jdoom either... I guess we are all meticulous about how we play the game. :p
KRUSADER
January 12th, 2006, 06:44 PM
DaniJ, is there any posibility for exporting monsters and weapons for Classic Doom Mod for Doom 3, in the future?
SMG M7
January 12th, 2006, 07:33 PM
That would be pretty cool to get to see those in-game. I can't download the mod on my slow connection.
Oh, and hello, all.
General Greivous
January 12th, 2006, 09:47 PM
I don't really use the models much, either. Mainly because JDoom currently is already horrible at hogging resources. With the models enabled it just makes it five times worse.
However I am looking forward to these models. If we could just get texture and other resources to match the quality....
FreeLanZer
January 12th, 2006, 09:52 PM
I don't really use the models much, either. Mainly because JDoom currently is already horrible at hogging resources. With the models enabled it just makes it five times worse.
However I am looking forward to these models. If we could just get texture and other resources to match the quality....
Hahaha.. Whats your specs...? *laff* Because I have absolutely no problem! *wacky*
General Greivous
January 12th, 2006, 09:54 PM
Well, I haven't played with them since I upgraded my computer, so it might not be as bad anymore. But quite a few of the current ones are really junky :/
FreeLanZer
January 13th, 2006, 08:15 AM
I have a framerate above 100fps at least. So no probs here.
My specs are:
Abit NF7 nForce 2
AMD Athlon XP 2400+ 2.0GHz
1536MB PC3200 DDR RAM
nVidia GeForce 6800
SoundBlaster X-Fi
Water cooling.. :p
And the gear is prepared for the new release of jDRP:
Logitech G15
Logitech MX1000 Midnight Edition with teflon @ Icemat Black
Logitech Cordless RumblePad 2
Logitech X530 5.1 Surround set
Icemat Siberia Black headset
Hit me Dani.. :D
destarus
January 14th, 2006, 02:09 PM
Hey Dani,
About two years ago, I asked about a feature your models could use: Moving heads, (or eyes in the case of the Caco and Pain Elemental) The idea being that they will look at the target they are locked onto. (To a certain angle... we're not talking excorcist or anything)
I posted a creepy photoshopped picture back then of what it would look like and I think it'd add some extra personality to the bad guys.
Two years ago it was beyond Doomsday's capabilities. How about now?
Great work by the way. I loved the last two shots you put out and am looking forward to the whole package.
Cheers,
Jeff
FreeLanZer
January 14th, 2006, 03:22 PM
Don't the sprites have the function of always staying in the same angle as the player camera? If so couldn't the function be used on eyes..?
Harry
January 14th, 2006, 03:38 PM
It probably could actually..but I dunno:p
Lord Kaizen
January 14th, 2006, 03:48 PM
Wouldn't those have to be sub models? I highly doubt that it would be possible. But I think Dani said something like that would work if they were MD3...... (?)
DaniJ
January 14th, 2006, 04:41 PM
Don't the sprites have the function of always staying in the same angle as the player camera? If so couldn't the function be used on eyes..?You are correct but the problem is that a THING only has one set of properties that define the orientation (scale, angle etc) of ALL of it's sub models. Its a throw back to the original DOOM engine that simply hasn't been changed.
Its that same reason that many versions ago we couldn't attach particle generators to individual sub models.
In order to make an individual submodel "look" in a different dirrection would require each sub model to have it's own angle parameters. Unfortunetly there is a surprising amount of code that would need updating so its been brushed aside for now (there are far more important jobs to be done atm).
Just to forewarn:
I've not had the time this week to do anything on jDRP and have been (once again) working on Doomsday 1.9.0 as we really want to get it released as soon as possible. I mention this because I didn't have the time to do what I wanted and so doubt I'll have much of anything to show you from jDRP 1.1 (obviously there is plenty of new stuff but I don't want to show you guys most of it...).
Lord Kaizen
January 14th, 2006, 06:04 PM
Yeah. Don't wanna spoil the surprise. ;)
micko
January 20th, 2006, 07:26 PM
what up, once again my piece of crap computer crappped itself, and i haven't checked jdoom 1.1 in about 2 months and i was not sure if i should wait for 1.1 to come out or get 1.01, any advice would be great
thanks
Technomancer
January 20th, 2006, 08:29 PM
Personally I'm waiting for the release, it'll be more complete than the alpha package and it'll have for more eye candy. Mmm...eyecandy...
Although on the other hand it's really cool to load up the Alpha pack and check out Dani j's amazing work, the difference between playing with models and playing with sprites is amazing!
DaniJ
January 20th, 2006, 08:57 PM
Its really up to you.
jDRP 1.1 is fair while off yet so if your happy with the low quality then I'd suggest you get jDRP 1.01 while you wait.
We are extremly busy on 1.9.0 atm and I've had very little time to do anything on jDRP since before Christmas.
There is also a little something called dengDevs which Skyjake will be announcing soon that should keep you all informed as to our progress.
DaniJ
January 30th, 2006, 02:46 AM
http://www.daniel.ddsdesign.co.uk/Stuff/CacoFinal.jpg
That there is the final (well minus a tooth or two) Cacodemon model for jDRP 1.1 (ie the one that will be used in-game). He weighs in at 1392 polys which is only 32 more than the version used in 1.0 (just goes to show how badly made those models Team SOG created really are). In case your wondering what that "skirt" is all about - its a ring of polys that will have alpha mapped tendrils on it, this way it'll break up the flow of the model and give it a more visually pleasing sillouhete.
I'll try and get the skin finished soon so you can see him in his full glory:)
Harry
January 30th, 2006, 08:01 AM
Looks nice*xbones* are you making a high poly version of it as well?
DistantJ
January 30th, 2006, 08:58 AM
Great looking Caco, Dani. Brilliant as always. Can I make a suggestion? I feel his grin should be a little bigger. I dunno why but I always thought of the Caco as having a very manaical grin. So much so that it squints at the corners of the eye. And perhaps it's eye too, because it seems a little small. I would have made the horns a little longer too myself. Though I could be misjudging it since it's not skinned. I'd like to see it with the skin.
DaniJ
January 30th, 2006, 11:00 AM
Looks nice*xbones* are you making a high poly version of it as well?Yep. Its slowly getting there.
Can I make a suggestion?Absolutely.
I feel his grin should be a little bigger. I dunno why but I always thought of the Caco as having a very manaical grin. So much so that it squints at the corners of the eye. And perhaps it's eye too, because it seems a little small.I'm confident that if you compare the model with the sprite the proportions are pretty close actually. Don't forget, as the Cacodemon has a full facial skeleton he'll be able to twist his face into all kinds of expressions. I've modelled him in the "relaxed" pose.
I would have made the horns a little longer too myself.I've spent a while deciding on the horns due to the problems with the original sprites. Each of the sprite directions contradict the others, different lengths, shapes and directions! I've had to compromise with what I feel looks most like the sprites from all angles. I might make em a little longer though... I'll see how it looks in-game.
SgtMagor
January 31st, 2006, 06:40 AM
looks kewl :)
Lord Kaizen
January 31st, 2006, 07:55 PM
Looks awesome, but after looking at the sprite I agree that the horns look a little short and maybe the eye should be a little wider.
DistantJ
February 9th, 2006, 12:42 PM
So Dani, are there new Zombie models too? It was the Zombies in particular that I disliked in the old pack.
alandog
February 9th, 2006, 02:59 PM
So Dani, are there new Zombie models too? It was the Zombies in particular that I disliked in the old pack.
completely agreed; zombies need a big improvement, even because they are the most common enemies... other monsters looks already good, in my opinion
And, Dani, what about the hud face? Wasn't Slide start to work on it, ages ago... *bliss*
seriously, will this be implemented on the next jdrp? *bow*
DistantJ
February 10th, 2006, 07:34 AM
I still think that the HUD is limited to 2D Sprites, isn't it? But I suppose considering the way that B.J. Blackowitz model was used on jFiles, somebody could create a 3D model "Doomguy" face and then render a bitmap of each frame, but I think that's jDUI not jDRP (although I think I once heard Dani say he would be combining them).
DaniJ
February 10th, 2006, 10:39 AM
Yes jDRP and jDUI have merged for jDRP 1.1
Since I haven't heard from Slide in ages I might start a DOOM guy head myself (3D model).
HUD is limited to 2D patches atm so I'd need to render to texture(s).
The zombies will definetly be updated for jDRP 1.1 Whether I can get the new zombie models finished in reasonable time or not. If not I'll simply give the skins a quick spruce up.
xZAOx
February 10th, 2006, 11:19 AM
My vote goes for skin spruce up with finished decor models, so we can go ahead and be enjoying the work you've done the past two years.
Just curious, speaking of models - are all the item/decor/etc models skinned and finished now? And the monsters, whats the state of them?
DaniJ
February 10th, 2006, 11:34 AM
are all the item/decor/etc models skinned and finished now?
All the items and decorations are modeled and 50% of them are completely finished. The other 50% require skins to be finished.
Thats 40+ new models!
And the monsters, whats the state of them?
The majority of them are waiting for the skins to be spruced up.
Completely NEW monsters are:
Cacodemon
PainElemental
Imp
LostSoul
HUD weapons:
All NEW. Most 100% finished except Chainsaw and BFG which requires more skin work.
xZAOx
February 10th, 2006, 02:24 PM
Awesome, thanks for the info! So, work wise, not too far off from a release. Just a matter now of finding the time for the work.
M4GICFOUR
February 10th, 2006, 02:37 PM
Sexy. I'd ask for a pic or two but I know that'd just take time away from what needs to be done.
...on a side note, anyone know where I can find one of those timegates from Eternal Doom so I can go into the future and get this now? *whatever*
Lightning Hunter
February 10th, 2006, 04:19 PM
Ahhhhhh. I love hearing a list of things that are completed. Actually, I enjoy it more than screenshots. :D
Keep the work up Dani, and remember not to be too hooked up in developing the Doomsday engine itself. I think most people here agree that we want some spruced up models first.
;)
SgtMagor
February 11th, 2006, 02:17 AM
Always nice to see all the kewl stuff Dani has been cooking up,but i can't wait to see 1.1! :)...
Devan
February 16th, 2006, 03:35 AM
It is very good thing. But how can I use it with doom legacy? Is it possible?
DaniJ
February 16th, 2006, 08:11 AM
No. it is not possible to use the jDRP with any port other than jDoom.
DaniJ
February 21st, 2006, 06:19 PM
http://www.daniel.ddsdesign.co.uk/Stuff/Caco2.png
I've not had much time to work on him recently (been working on Doomsday 1.9.0) but I thought you guys'n'gals might like to see where he's at currently.
Bare in mind he is WIP.
xZAOx
February 21st, 2006, 07:45 PM
Looking excellent Dani. I wouldn't mind a bit deeper red, but what you have now really has the "Holy shit that thing is made of actual flesh" feeling going on.
Sporb
February 21st, 2006, 07:46 PM
Thats pretty damn cool!
JohnSix
February 21st, 2006, 09:40 PM
I love the texture on the eye. I really want shoot him just to to see him wink.
Looking forward to it.
SgtMagor
February 21st, 2006, 09:43 PM
wow,looks really freaky with the lumpy flesh...
Lord Kaizen
February 21st, 2006, 10:12 PM
Ooooh, nice and fleshy. Yeah maybe it needs to be a little more red. I love that eyed. :)
Unikat2k4
February 22nd, 2006, 12:22 AM
very nice model......a little more red and its perfect...
Beavis
February 22nd, 2006, 01:46 AM
Looking good. A little more saturation on the red and - I know it's a WIP - but, dirty up the textures a little bit and it'll really stand out. Ie wear and tear on the teeth and horns, not too much, but just a little. Demons from hell aren't supposed to look clean!11one
But it's very cool. Well done Dani and I'm on the edge of my seat as I type this, I can't wait to shoot him!
Harry
February 22nd, 2006, 03:14 AM
Looks very nice, needs a little more red though :p
GothmoG
February 22nd, 2006, 03:55 AM
Its comming out great but make it more red ;D like the sprite is
DistantJ
February 22nd, 2006, 09:28 AM
Bloody fantastic, Dani.
Only thing is I think his skin needs to be more red. Not so much like a pumpkin.
DaniJ
February 22nd, 2006, 09:37 AM
YES I KNOW IT NEEDS MORE RED. Enough already lol.
The reason he looks all fleshy and NOT red is because this is the "under coat". When drawing anything organic it is important to build up several layers of different tonal ranges, with contrasting forms. Then you lay another layer over the top (flesh covered in skin).
So yes, when I add the upper layer he will be more red. If I made the under coat the same red as the sprite - he'd end up looking like a tomato...
As I said its WIP. Hence why there are huge completely undetailed/barely touched areas like the the horns/teeth.
DistantJ
February 22nd, 2006, 10:34 AM
Exellent, why didn't ya say so, boy!
xZAOx
February 22nd, 2006, 10:50 AM
Didn't mean to start a "make it redder!" campaign hehe. Neat to hear how it's built up, though.
Doom-Dork
February 22nd, 2006, 01:03 PM
Looking great DaniJ. Can't wait to see the rest of hells creations
Lightning Hunter
February 22nd, 2006, 02:03 PM
Dani, it needs more re.... j/k :p
It looks awesome so far. I especially like the detail on the eye!
-= Mancubus =-
February 22nd, 2006, 03:12 PM
Hi to all!
Today I've seen the Half-Life 2 with Fakefactory Cinematic mod installed.
To say it impressed me means to say nothing... IT IS cinematic. People are almost alive, and, well all other objects are sooo real!
So, the question is: Dani, do you save the hi-res version of the textures and models you create? If so, what a chance for us to see them released in separate version, let's call it "hi-end"?
And it would be cool to include ability to play movies into engine. Maybe someone would be creative enough to create intro and intermediate movies into Doom...
What would you all say?
Relica Religia
February 22nd, 2006, 05:53 PM
Jesus, that's an awesome skin. If I may make a suggestion: for each successive "skin layer," can you maybe throw in some details like veins, scars, etc.? Just a suggestion.
Holy damn, that looks nice though.
Gordon228
February 22nd, 2006, 09:15 PM
I defnatly need to kill him in game, good work Dani.
FreeLanZer
February 22nd, 2006, 09:45 PM
Omg Dani.. *omg*
He looks absolutely fantastic! Marvelous work.. ;)
destarus
February 23rd, 2006, 06:24 AM
After looking at the sprite I noticed that nearly all of the 'lumps' are deliberately like the sprite's. GREAT attention to detail. I love the eye! The caco and pain elemental are among my favorite demons, so I'm thankful for the attention they're getting.
Great job!
DaniJ
February 23rd, 2006, 09:39 AM
And it would be cool to include ability to play movies into engine. Maybe someone would be creative enough to create intro and intermediate movies into Doom...Doomsday is already very capable of that kind of thing. It has THE most advanced demo recording facilities of any source port (for example multiple cameras can be setup around the level in advance and you can switch to any camera dynamically, on the fly).
So, the question is: Dani, do you save the hi-res version of the textures and models you create? If so, what a chance for us to see them released in separate version, let's call it "hi-end"?Yes and Yes.
Jesus, that's an awesome skin. If I may make a suggestion: for each successive "skin layer," can you maybe throw in some details like veins, scars, etc.? Just a suggestion.You KNOW that I will.
After looking at the sprite I noticed that nearly all of the 'lumps' are deliberately like the sprite's. GREAT attention to detail. I love the eye! The caco and pain elemental are among my favorite demons, so I'm thankful for the attention they're getting.
Great job!I'm glad you noticed :) I'm doing my damndest to recreate the monster sprites EXACTLY in jDRP1.1
The Cacodemon is my favorite too but ALL the demons are getting the same level of attention. Thanks for all the positive feedback.
Next shot(s) will be of the finished Cacodemon. Then I can start on the skins for the new Pain Elemental model.
DistantJ
February 23rd, 2006, 12:37 PM
I'm still amazed by how accurate to the sprites all the models are. Sometimes I'm iffy about using models because it can change the feel of the game but all the new jDRP ones just make it look like I imagined the original game would have if it was higher res and true 3D.
M4GICFOUR
February 23rd, 2006, 02:09 PM
You know, its really a testament to what a good job you're doing on this. I mean, here is a game a good chunk of us grew up playing, and the biggest criticism anyone could come up with was *needs a bit more red*. Can't wait to play the whole thing, even playing with the 1.1 alpha modules was fsking amazing! *thumbs*
-= Mancubus =-
February 23rd, 2006, 03:02 PM
Doomsday is already very capable of that kind of thing. It has THE most advanced demo recording facilities of any source port (for example multiple cameras can be setup around the level in advance and you can switch to any camera dynamically, on the fly).
I didn't mean engine movies. I meant playing avi's or something.
Do you own HL2? If so, maybe, you could download the mod I was talking about in previous post and check it yourself? Though it's more than 800 megs, it's really worth the traffic spent on it! You'll see what I mean. The authors included the ability to HL2 engine to play xvid movies, and the intro they created is almost professional and is the one that Valve should have made in game by themselves. It tells the prehistory of HL2 and so on.
I guess, that jDoom in its today (well, not today exactly, but after you finish jDRP 1.1 work *thumbs*) state is the game that could be sold like the AAA title again. And the intro and intermediate movies are details to give it more AAA look, if you know what I mean.
Because despite all the eye-candy Doomsday can show us today, as far as I know, it isn't able to fix the lack of models' animation. I've seen demos, that Cheb created, that played at the launch of Doom, before you start the new game. And in them doom-guy moved like... he was just speeding, sliding, or flying over the floor, not walking like he should really. And it is the same as it was in original Doom. So, the progress in that case is not very noticeable. Well, maybe it is a big difference with that in jDRP 1.1 and I am wrong already?
Hope you understand what I mean, nevermind my poor English and the fact that I am VERY sleepy. My 3-week-old daughter gives a little time to sleep for the time being *winky*
Gordon228
March 1st, 2006, 07:35 AM
Maybe Doomsday already has it and maybe it dose not, if it dose not then it would be somthing to add
segin
March 1st, 2006, 02:27 PM
Nice work on the jDRP. If only it worked right on my platform (http://forums.newdoom.com/showthread.php?p=462245)...
sLydE
March 1st, 2006, 03:16 PM
Nice work on the jDRP. If only it worked right on my platform (http://forums.newdoom.com/showthread.php?p=462245)...
dude, spamming the forums is not cool.
Da_maniaC
March 2nd, 2006, 02:40 AM
Hey guys... thought i'd drop by to see how things are going.
As i can see you are making slow but very good progress Dani.
That Cacodemon model really looks professional.
I'd say the eye could be just a bit bigger though. :)
Keep up the good work, i really hope to see a finished pack somewhere this year!
(Cant wait to play it since i upgraded my rig just shortly..... 7800GS + 2x512mb corsair xms xpert). :)
Technomancer
March 3rd, 2006, 06:07 PM
*jawdrop* Oh damn... That's looking good... I gotta go clean my chair now...
Hans
March 4th, 2006, 12:41 AM
Looks very good really like that cacodemon plasma rifle rules too
great job:)
FreeLanZer
March 12th, 2006, 03:47 PM
I'm also going to say this here since I think Dani will check this more often than all the other threads. But I've got my hands on an eBay seller who has this McCulloch Eager Beaver 2.0 (the chainsaw from DooM) for sale and he is kindly enough to provide us with all the pics we should ever need for reference or texture. So speak up Dani if you need some.. :D
DaniJ
March 12th, 2006, 06:16 PM
Nice work FreeLanZer! :)
Yes, I'd love some pics of it, all angles please *grin*
FreeLanZer
March 12th, 2006, 09:51 PM
Coming right up :D
Left, Front, Right, Back, Above and Below?
Lightning Hunter
March 13th, 2006, 01:34 AM
Tell the guy to hold the saw as if he were the Doom guy, and have him take a picture down at the saw from the Doom guys point of view. :p
(oh, and have him put on some gloves)
FreeLanZer
March 13th, 2006, 06:50 AM
Tell the guy to hold the saw as if he were the Doom guy, and have him take a picture down at the saw from the Doom guys point of view. :p
(oh, and have him put on some gloves)
Har har har.. *funnynot*
The guys don't know the pics will be used for a computer game and I don't think he would provide pics for that purpose. Thats why I'm thinking.. What if I accidently bought the chainsaw? *grin*
DaniJ
March 13th, 2006, 09:15 AM
Left, Front, Right, Back, Above and Below?
Please.
How much does he want for it/where is he at?
FreeLanZer
March 13th, 2006, 10:09 AM
Please.
How much does he want for it/where is he at?
It sounds like he doesn't want anything but a smile and a "thanks you" *heart*
I have contacted him regarding the above mentioned reference pictures.
Here is the link (http://cgi.ebay.com/Nice-McCulloch-Eager-Beaver-Gas-Chainsaw-13-Bar_W0QQitemZ7750917155QQcategoryZ79667QQrdZ1QQcmd ZViewItem) for the item on eBay. But please do NOT contact him before I've got the pics.
We don't want to kick the door in. ;)
If you want anything from him or has any questions, please contact me on msn, Dani.
EDIT: By the way, Dani, if you would need any hazmat badges for various skins and textures, Here's a good site. (http://members.aol.com/_ht_a/scj13/hazmat.html)
EDIT 2: Ok I've got the pictures now and I've packed them and uploaded them at my site.
You can get them right: IDCHOPPERS (http://www.yaa.dk/upload/idchoppers.zip)
Anyway there are 11 pics nicely taken on a white blanket. Though he didn't take the pics as I asked for, but I hope they will go anyway *wacky*.
So I reference pictures is needed for any other item, say so. :D
Mr. Chris
March 24th, 2006, 12:20 PM
So, what's up lately?
Da_maniaC
March 25th, 2006, 02:40 PM
So, what's up lately?
I was wondering the same... :)
DaniJ
March 25th, 2006, 06:41 PM
Still working on other things atm (Doomsday 1.9.0).
I'll try and get some more done on jDRP this week and post some new pics.
Harry
March 26th, 2006, 03:49 AM
I can't wait for 1.9.0 and the jDRP, they will be so excellent :D
When 1.9.0 comes out I will probably start mapping/coding for it again *thinks of some kind of counter-strike doom*
FreeLanZer
March 27th, 2006, 12:06 PM
Guys, I need your oppinion.. I'm working on the intermission pic for TNT - Evilution but I can't decide if the doomguy is going to be the original sprite, a 3d model (Dani please help me here) or a drawing of the marine.. Any ideas?
FreeLanZer
March 27th, 2006, 12:07 PM
-- Deleted --
Cause: Accidenly double post.
- FLZ
rustyslacker
March 27th, 2006, 12:39 PM
I'd say go with the drawing.
DaniJ
March 27th, 2006, 01:12 PM
Drawing, since 3D models used for GUI stuff don't look "right" IMO. A 3D model would be a good base though.
My new player model is nowhere near finished though so I can't help you there (yet).
FreeLanZer
March 27th, 2006, 01:45 PM
Drawing, since 3D models used for GUI stuff don't look "right" IMO. A 3D model would be a good base though.
My new player model is nowhere near finished though so I can't help you there (yet).
Heh.. Ok I'll give both a try though I really suck at drawing.. but I have this wacom here, I must be able to put it to some use.. *smirk*
I made some gui stuff for Plautonia and Evilution but my goal right now is to make the gui stuff really close to the original. My friend Tux (not on newdoom) is working on a new Plutonia title picture. And it looks promising *wacky*
If anyone has some nice ideas for any gui related stuff, I'm ready for a go.
I really don't know how quick you are at making organic stuff, Dani, but if you could try giving INTERPIC for Plutonia a go, just use 5 or 10 mins and post it.
And boy if you could, sometime after the new jDRP and DD, make a beginners tutorial at making organic texture, just a simple one.
I would love to hear any ideas for the END picture for DooM 2 too.
And if any of you out there are hiding some drawing skill, simple drawing skills is more than welcome, please say so. Alot of the gui stuff sure looks better when drawed. Since people who only uses hi-res stuff and no 3d models still gets the joy of eyecandy *heart*
http://yaa.dk/eol.jpg
- End of log .. sorry I couldn't resist.
DaniJ
March 27th, 2006, 02:52 PM
I really don't know how quick you are at making organic stuff, Dani, but if you could try giving INTERPIC for Plutonia a go, just use 5 or 10 mins and post it.
I'm fairly quick, when I have time...
Any ideas exactly what that pic is supposed to be? If I knew what it was it would help else I'll just knockup a quick hires version without any interpretation.
FreeLanZer
March 27th, 2006, 02:56 PM
A close-up pic of a gibbed ribcage? I really don't know.. but it looks really fleshy and gibbed and messed up.
Gordon228
March 27th, 2006, 03:13 PM
if i had both of the final doom wads i could get the inter pic and ant other pic you need but i do not have then so i can help, i wish i could but i can't.
FreeLanZer
March 27th, 2006, 03:31 PM
if i had both of the final doom wads i could get the inter pic and ant other pic you need but i do not have then so i can help, i wish i could but i can't.
All you need to do is ask.. ;)
http://www.yaa.dk/upload/INTERPIC-PLU.BMP
Intermission - Plutonia Experiment
http://www.yaa.dk/upload/INTERPIC-TNT.BMP
Intermission - TNT: Evilution
http://www.yaa.dk/upload/BOSSBACK-TNT.BMP
End picture - TNT: Evilution
http://www.yaa.dk/upload/BOSSBACK-D2.BMP
End picture - Doom 2: Hell of Earth
DaniJ
March 27th, 2006, 03:41 PM
Don't worry about Doom2's end pic, I've got it well in hand. Can you say "3D Baphomet" ;)
As for Plutonia's INTERPIC - it's not a ribcage. You can clearly see where the original artist has done a copy, paste, blend with the bits you think are ribs.
Personally, I think its just some funky looking mess of sinoued muscle tissue. Would that do?
DaniJ
March 27th, 2006, 04:47 PM
I've got some free time now. I'll give that INTERPIC for Plutonia a shot.
FreeLanZer
March 27th, 2006, 08:48 PM
Don't worry about Doom2's end pic, I've got it well in hand. Can you say "3D Baphomet" ;)
As for Plutonia's INTERPIC - it's not a ribcage. You can clearly see where the original artist has done a copy, paste, blend with the bits you think are ribs.
Personally, I think its just some funky looking mess of sinoued muscle tissue. Would that do?
Indeed, you are so great at seing what the artist really wanted to show in the sprites and graphics. And a 3d-baphomet you say, wow, this is really fantastic :D.
I've got some free time now. I'll give that INTERPIC for Plutonia a shot.
Great, best of luck with it. *thumbs*
Romanov77
March 28th, 2006, 08:04 AM
Freelanzer, could you please post the level interlude image fom doom2?
The one with all that twisted skulls? Thanks!
FreeLanZer
March 28th, 2006, 11:28 AM
Freelanzer, could you please post the level interlude image fom doom2?
The one with all that twisted skulls? Thanks!
Sure.. ;)
http://www.yaa.dk/upload/INTERPIC-D2.bmp
Intermission - DooM 2: Hell on Earth
Though this pic has already been remade by Dani I believe:
Intermission - DooM 2: Hell on Earth :: By DaniJ (http://www.yaa.dk/upload/INTERPIC.png)
But you are still more than welcome to give it a go.. *thumbs*
DaniJ
March 28th, 2006, 02:44 PM
Yup thats one of mine.
I got a good start on the Plutonia INTERPIC. Hopefully I'll find time to finish it in the next couple of days.
Grimm
March 28th, 2006, 05:15 PM
soooo what ever happened to the alpha site?
xZAOx
March 28th, 2006, 07:35 PM
soooo what ever happened to the alpha site?
It's still there, in his sig.
Just hasn't been updated in a year is all :)
Romanov77
March 29th, 2006, 10:42 AM
The artist that amde that pic was surely disturbed...thats a real chaotic nightamre, worth of H.P. Lovecraft...I love it!:D
Thanks Freelanzer, and congratulation for your version of the pic Dani, awesome as always!:)
DaniJ
March 29th, 2006, 11:19 AM
Just hasn't been updated in a year is all Unfortunetly so. Once Doomsday 1.9.0 is released there should be a lot more activity with jDRP.
and congratulation for your version of the pic Dani, awesome as always!Thanks :)
FreeLanZer
March 29th, 2006, 12:10 PM
Hehe yeah it sure is great.. *thumbs*
By the way how is it going with the interpic..?
DaniJ
March 29th, 2006, 03:05 PM
By the way how is it going with the interpic..?I've not had chance to do anything further with it yet.
Gordon228
March 30th, 2006, 06:52 AM
well i hope to turns out good. I know it will.:D
DistantJ
March 31st, 2006, 02:05 AM
http://yaa.dk/eol.jpg
- End of log .. sorry I couldn't resist.
Hah, you stole that from my site!
FreeLanZer
March 31st, 2006, 04:20 AM
Hah, you stole that from my site!
:D I did, I did.. ;)
I laughed at it when I saw it at your forum hehe.
I thought these guys should have the same pleasure.. :)
Also it's about time I have a closer look on your forum..
DaniJ
April 11th, 2006, 02:37 PM
http://www.daniel.ddsdesign.co.uk/Stuff/jDRP1-1Clip.png
Not exactly exciting but that is the final version of the ammo clip for jDRP 1.1 It might look a little over bright atm but since I don't know how it will look once BIAS lighting is implemented - I'm playing it safe for now.
It uses 74 polys @ LOD 0 and the skin is 128x128 8bit color (of which there are currently four variations).
I've still not had chance to finish the Plutonia INTERPIC due to the fact that creating artwork this complex, by hand, from scratch and making it look like the original takes considerable time. I've been working on it off and on and I think it's coming on pretty well.
Here is the Current WIP (http://www.daniel.ddsdesign.co.uk/Stuff/INTERPIC.png)
http://www.daniel.ddsdesign.co.uk/Stuff/jDRP1-1RocketBoxPX.png
Here is a work-in-progress of the jDRP 1.1 RocketBox, this time using the "Pixelly Mode" skin. When finished it will look as close to the sprite as I possibly can make it, only, in 3D :)
Hope you like :)
I'm trying to get as many of my near final pieces finished over the next three-four weeks. Once I've got enough stuff done I'll update the jDRP Alpha site (yay! ...about frickin time).
SgtMagor
April 11th, 2006, 03:06 PM
nice pics, ammo clip, and wip look kewl.
Harry
April 11th, 2006, 03:20 PM
Wow I really like the pixely skin for the rocket box, and the clip looks ace :D
KuriKai
April 11th, 2006, 04:04 PM
so there will be two options for the models, pixel and highres?
they looking verygood
FreeLanZer
April 11th, 2006, 04:32 PM
OMFG!! This is so awesome, you are so awesome! :D
The great news are great.. and the WIP on plut's interpic looks wonderful damned twisted ;)
Organicjerk
April 11th, 2006, 08:28 PM
Dani, as always, your work is nothing short of amazing... Keep it up and take your time... just keep us updated...
Since there will be two versions of the JDRP, does this mean you can take more artistic liberties with the high resolution version? For example: A bunch of shotgun shells wouldn't just be standing upright on the floor, so maybe having them sit on the floor a bit haphazardly would be nice... There was this mediocre jdoom model pack awhile back that did this and I always adored the idea.... I don't think his site is up currently but I'll see if I have it to conjure up a screenshot.
But the basic idea is to have things sit on the floor as opposed to floating and spinning, or standing upright. Of course the mystical objects have to do that, as its their nature..
As stated, the low quality version would obviously accurately represent the original sprites, so being able to take some artistic freedom with placement on the hi quality ones wouldnt be too bad, no?
What do you think?
EDIT: Btw, what is the name of the font you used for the picture labels?
EDIT2: Here's the pic
http://www.organicperception.com/images/forum/shells1.jpg
DaniJ
April 11th, 2006, 08:35 PM
I don't have time to respond to your comments right now @ 04:30 (yawn) so I'll do that tomorrow.
Just got time to post another pic:
http://www.daniel.ddsdesign.co.uk/Stuff/jDRP1-1BigCell.png
Work in progrss Large Cell.
Organicjerk
April 11th, 2006, 08:55 PM
Wow...
The subtle shadowing on those bolts is beautiful...
The level of artistic quality on these textures is amazing, man.
Harry
April 12th, 2006, 02:46 AM
Whoa, that is lifelike man, in only 174 polys! lmao!
I can't wait :D
Doom-Dork
April 12th, 2006, 06:50 AM
I just wish I had your talent Dani J666
DaniJ
April 12th, 2006, 08:56 AM
so there will be two options for the models, pixel and highres?At least two options yes. Both skins are included in the same jDRP module, you can choose which skin to use from the module's options menu via Snowberry's GUI (or from the command-line).
Since there will be two versions of the JDRP, does this mean you can take more artistic liberties with the high resolution version?Not really no.
But the basic idea is to have things sit on the floor as opposed to floating and spinning, or standing upright. Of course the mystical objects have to do that, as its their nature..Yeah I can do this sort of thing, I'll create the new model frames and make them optional.
Btw, what is the name of the font you used for the picture labels?
Wolven Script
Thanks for all the positive comments guys, they're much appreciated.
I'll try and get some of the organic stuff finished soon and post some screenies.
Organicjerk
April 12th, 2006, 10:06 AM
Yeah I can do this sort of thing, I'll create the new model frames and make them optional.
good enuff' *thumbs*
Not really no.
Well, the placement options were really all I was referring to.
Personally, I think you already are taking alot of beautiful artistic liberties....
no?
http://michael.madisyn.com/omesh/ammoclip_orig.gif
http://michael.madisyn.com/omesh/ammoclip_dani.gif
DaniJ
April 12th, 2006, 01:22 PM
Personally, I think you already are taking alot of beautiful artistic liberties....Now that I compare the two again... I agree with you on the clip being too different.
I did a bit more work on the clip, hows this?:
http://www.daniel.ddsdesign.co.uk/Stuff/jDRP1-1Clip2.png
EXTREME close up of a tiny object = BLUR :)
Organicjerk
April 12th, 2006, 01:55 PM
Hardy har har..,
It was a compliment, goddamnit. *squint*
Well at least we get to see another one of the variants, so cheers to that!
Jimi
April 12th, 2006, 02:10 PM
Nice models :D I like this newer texture better. The other one looks so dirty it might jam the gun... Have you measured the clip can fit 10 of those bullets :P
xZAOx
April 12th, 2006, 02:41 PM
I noticed the bullet says Skin X of 4 - so will a random skin be placed on each object as the level is loaded?
Relica Religia
April 12th, 2006, 03:26 PM
Looking sweeeeeet as always, Dani. Can't wait for more updates. *guilty*
The only niggle I saw with the magazine (no, I don't call is a clip) is that the bloody texture looked too similar to something you'd see in Quake. That's kinda vague but I don't know how else to put it. Haha, this has nothing to do with how good they look regardless, though.
DaniJ
April 12th, 2006, 04:57 PM
Have you measured the clip can fit 10 of those bullets :P
Of course I have.
http://www.daniel.ddsdesign.co.uk/Stuff/roomtospare.png
I noticed the bullet says Skin X of 4 - so will a random skin be placed on each object as the level is loaded?Yep.
The only niggle I saw with the magazine (no, I don't call is a clip) is that the bloody texture looked too similar to something you'd see in Quake. That's kinda vague but I don't know how else to put it. Haha, this has nothing to do with how good they look regardless, though.I'll see what I can do. It did kinda look a bit like Vimto.
Doom-Dork
April 12th, 2006, 05:33 PM
I dunno I kinda liked the blood splattered one
Relica Religia
April 13th, 2006, 11:27 PM
Oh no, I definitely like it too. I just pointed out that it had a Quake 2 - ish style to it.
rustyslacker
April 14th, 2006, 10:36 AM
Great work on that magazine, Dani. It appears you know a thing or two about firearms. ;)
FreeLanZer
April 14th, 2006, 01:02 PM
Yeah you clearly know something about weapons. Although your bullets don't have projectiles, hence they look strange.
IMO the only thing that would complete them would be projectiles like on these:
http://www.steyrscout.org/bullet2.jpg
Normally bullets has copper projectiles but some (the 2 to the right) has copper coated lead noses and they will splat out like a squished berry and will end out at the size off a one dollar coin.
This one is shot into water for example:
http://www.gsgroup.co.za/458450HVexpanded.jpg
To ease your burden I have found some bullets which already is made in 3d:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/275629
http://www.turbosquid.com/FullPreview/Index.cfm/ID/249814
http://www.turbosquid.com/FullPreview/Index.cfm/ID/285327
Of course they are all free ;).
DaniJ
April 14th, 2006, 04:22 PM
It appears you know a thing or two about firearms.I never used to know much of anything about them and hadn't even SEEN a real gun. Still don't really but I guess I know more than most now since I'm in the TA I've learned/been taught at least the basics and have had chance to handle and fire an assortment of weapons.
That clip isn't actually functional though as there is no clasp, no exposed feed mechanism latch and a couple more features you would normally see on a magazine for a semi-automatic. Due to the size of the object and not having sufficent texture resolution - they have been omitted for in-game clarity.Although your bullets don't have projectiles, hence they look strange.I KNEW there was something missing... doh! Thanks for pointing it out - I'll fix it.
To ease your burden I have found some bullets which already is made in 3d:Thanks but I'll just edit my existing one (it's more optimised - just needs fixing).
DistantJ
April 15th, 2006, 08:38 AM
The only niggle I saw with the magazine (no, I don't call is a clip) is that the bloody texture looked too similar to something you'd see in Quake. That's kinda vague but I don't know how else to put it.
I think the word you're looking for is rusty. :P
boss429
April 16th, 2006, 06:49 PM
Looking great Dani!
Why 8bit skins though? Is it alot easier to render?
Relica Religia
April 17th, 2006, 01:10 AM
I think the word you're looking for is rusty. :P
Rusty, or bloody? :D
M4GICFOUR
April 17th, 2006, 03:13 PM
It is worth noting that all the bullets shown by FLZ are rifle bullets and would look rather odd in a magazine for a handgun.
These would be more suited... Not sure what caliber the doompistol is but it looks 9mm to me.
.9mm Pistol round
http://usera.imagecave.com/EV1L/Other/9mm_proof.jpg
.45ACP DCX
http://usera.imagecave.com/EV1L/Other/.45acp.jpg
.50AE Desert Eagle (left) with 7.65x17mm Browning
http://usera.imagecave.com/EV1L/Other/50AE765x17mmbrowning.jpg
FreeLanZer
April 17th, 2006, 03:31 PM
The Doom pistol is a ordenary Beretta pistol and no the magazine is NOT ONLY for the pistol it also goes for the chaingun and the clip does not have the size for a pistol.. ;) So they would have to be large rifle bullets.. ;)
rustyslacker
April 17th, 2006, 05:36 PM
No, the chaingun could fire some kind of pistol round (probably .38 Super or something).
I don't think the pistol is a Beretta, it doesn't have the trademark exposed barrel and super-fat magazine well.
My guess would be a Sig/SAUER P226, but it's probably just modeled off a toy anyway.
Concerning the bullets: those don't even look like rifle rounds, they look like .38 Special to me.
FreeLanZer
April 17th, 2006, 10:00 PM
http://doom.wikia.com/wiki/Pistol
RTFW :)
"...and super-fat magazine well." You can't see the side of the magazine since it's a sprite (I hope I didn't ruin the fact for those who still tries to see the other side of the sprites :p )
M4GICFOUR
April 18th, 2006, 12:13 AM
I quite understand that both weapons use the same ammo in-game, this however would be improbable if not impossible in real life for many reasons, not the least of which that a chaingun is (by definition) belt-fed, with ammo designed for these type of weapons and not clip-loading. Although a weapon could be theoretically modifed to accept rounds from a clip magazine, i really do doubt anyone would create a 9mm chaingun for any reason other than novelty, and there is no pistol in the world AFAIK which fires rifle bullets; much less belt-fed ammo.
This whole line of discussion stems from an in-game discontinuity with reality, and it really doesn't matter what bullet the gun supposedly fires, just that IMHO a clip which houses rifle shells would look stupid for a pistol (even though it supplies an ammo type used by the chaingun as well, a weapon which shouldn't accept ammo from a clip-type magazine, and most likely could not use the ammunition in the clip anyway). I've never had a problem with assuming that the ammo crates contain belt-fet ammunition for the chaingun and the clips contain separate rounds for the pistol, even though they are effectively the same ammo ingame. It just makes sense to me. Clip => Pistol. Crate => Chaingun. Anywho, my 2 cents.
On a side note, anyone seen the demonstration video (http://www.ifilm.com/ifilmdetail/2677865) of an M134 in action from Dillon Aero? (http://www.dillonaero.com/)
Ton80
April 18th, 2006, 04:05 AM
I don't think the pistol is a Beretta, it doesn't have the trademark exposed barrel and super-fat magazine well.
It's a beretta trademark barrel in the sprite. Frame PISGE0 shows it much better. Remember that this sprite frame is only 78x103 pixels. Not a whole lot to accurately reproduce the gun's front sight tube that the barrel goes through.
http://img76.imageshack.us/img76/5122/pisge04eh.png (http://imageshack.us)
.50AE Desert Eagle (left) with 7.65x17mm Browning
I don't think I want to be hit with that .50 or any projectile for that matter ;) . I didn't think that .50 was that big. Kinda reminds me of 'Dirty Harry'.
On a side note, anyone seen the demonstration video of an M134 in action from Dillon Aero?
Umm, I saved the 'Holy Crap' comment for this one. I think I went into the wrong line of military service when I went into the US Navy Submarine fleet on a boomer/Trident. See 'Crimson Tide' for more info. I'd say the peeps in that video had bookoo bunches of fun. *grin* *grin* *grin* Mommy, can I have one of those, please?!???!??? *evilol* *grin*
Does anyone remember 'Puff, the magic dragon' from Vietnam era? See http://www.faqs.org/faqs/vietnam/usaf-gunships/ for some text info. I saw a video of that plane in action. Umm, lets just say I didn't want to be on the ground with that plane overhead.
I'll give a quote:
"Puff the Magic Dragon" was the nickname given to the AC-47
first-generation gunship. It was also known as "Spooky."
The AC-47 was equipped with three miniguns that were switch selectable
at 4,000 and 8,000 shots per minute (SPM)...
They used a combination of 7.62mm miniguns (4,000/8,000 spm) and
20mm gatlings that fired at 2,500 spm.
Now that I think about the Doom story; the current chaingun is a wee bit too slow. ;)
rustyslacker
April 18th, 2006, 07:18 PM
Oh, I never noticed the exposed barrel before!!
Still, the pistol can't handle the rifle shells in that magazine MD2. The casings are much too long to be cycled, plus there would be problems with overheating and the recoil would be insane.
FreeLanZer
April 18th, 2006, 10:19 PM
"..can't handle" ??? Now now would that be the only unrealistic part of Doom, Rusty?
M4GICFOUR
April 20th, 2006, 01:30 AM
It's hard to tell a person's tone when all you've got is text to go by, so lets just remember to keep this friendly. I know no one has flamed anyone yet... just feels to be tipping in that direction. (OK. I covered my ass, if anyone gets angry over the issue (doubt anyone would) its not my fault. *smirk* )
Oh, and DANI, *thumbs* great work as always. Can't wait for the finished product. (or DD1.9Final for that matter)
Does anyone remember 'Puff, the magic dragon' from Vietnam era? See http://www.faqs.org/faqs/vietnam/usaf-gunships/ for some text info.
I saw a video of that plane in action. Umm, lets just say I didn't want to be on the ground with that plane overhead.
heh. 'nuff said. This sort of thing kind of makes you glad you're not what the US government considers a 'bad guy', huh? Serious firepower.
Grimm
April 21st, 2006, 09:46 AM
This new stuff is looking sick, Dani. CAN'T. WAIT. for the new models to come out finally. Iffffffff you remember by some chance, e-mail me at RTDscout a t gmail dot com when it's done, 'cause I don't get around to this site enough, heh. Will we be seeing any monsters with this new stuff? And if you need any testing, critiques, or any such things, I'm availible. Keep up the awesome work man!
On a side note, does anyone know what's going on with the jDTP? Seems pretty dead.
KuriKai
April 21st, 2006, 03:49 PM
jDTP will be updated when there are textures to add. Currently no one has been making textures so there has been no update. Most of the packs are almost complete
Grimm
April 21st, 2006, 07:43 PM
What happened to Chilvence?
Technomancer
April 21st, 2006, 10:38 PM
Okay, here is the ultimate reasoning for the Doom chaingun firing slowly and using small pistol ammo!
1) A chaingun would be physically immpossible to fire, hand held, with any significant sized ammo in it, the recoil let alone the weight, would make aiming impossible. In reality there are no hand held chainguns, period. The exception to this you might say is Arnold Schwarzenegger's minigun in Predator and later on in Terminator 2. Those were hand held yes but they were heavily modified with light weight materials and narrower tubes for small arms blanks.
http://world.guns.ru/machine/minigun-e.htm
2) inorder to make the chaingun more useful they could use the more commonly available 9mm standard round so that the marine would not have to carry excess amounts of ammunition at all times. Also the gun could probably use a hopper type loader rather than a belt feed loader, or perhaps a reusable track feed belt. That would be one in which the internals are constantly cycling at the barrel rate and the externals are closed and stationary.
3) The slow barrel speed would most likely be attributed to adding the neccesary cammo to make such a weapon practical without a protable mount or bipod. It just wouldn't do to have the cahingun torque itself out of the marine's hands, that would suck. Also slower rate of fire means less need for extra ammo.
4) as for the clips, there is nothing that says the marine couldn't just empty the clip and reload the hopper/belt assembly.
5) The ammo MUST be 9mm if it were .45 OCP or .38 Super the marine would most likely break his wrists on the second shot due to the nature of the how the gun is held. Too much recoil can be very harmful if you're not in the correct firing stance.
and finally not really part of my points but worth noting:
M4GICFOUR, there IS a pistol that fires rifle rounds, it's called Magnum Research's Biggest Finest Revolver or BFR
http://www.magnumresearch.com/BFR.asp
Mind you it's not a semi-auto but close enough for a general definition. *thumbs*
I hope that will statiate everyone on why it would use the same ammo, I think I'm reasoned it right to death! *laugh*
oh and as for novelty small calibre miniguns give this a shot!
http://www.geocities.com/bbmachinegun/review4.htm
Beavis
April 22nd, 2006, 06:04 AM
That info on the predator was pretty cool!
Hans
April 22nd, 2006, 06:39 AM
That info on the predator was pretty cool!
indeed that info is pretty cool
that pic of the GEM-134 BB Minigun it doesn't look that nice
it looks like the gun is taking apart or something
rustyslacker
April 23rd, 2006, 08:05 PM
I want a chaingun in .22LR.
M4GICFOUR
April 24th, 2006, 12:53 AM
there IS a pistol that fires rifle rounds, it's called Magnum Research's Biggest Finest Revolver or BFR
http://www.magnumresearch.com/BFR.asp
Mind you it's not a semi-auto but close enough for a general definition.
DAMN I can't even imagine trying to fire that thing with any accuracy. Somethig along the lines of trying to fire the 'ol DE.50 I imagine.
DaniJ
April 24th, 2006, 11:06 AM
About time for another pic I think. How about a shot of something I'm working on?
http://www.daniel.ddsdesign.co.uk/Stuff/jDRP1-1Cyber.png
Cain
April 24th, 2006, 11:56 AM
Oh my!...exelente start
-just looking very promising ...i see some of your lastest work, look very great but contain a lot of polys... Mmm... that mean the future version of Doomsday can support it very well ..?*whatever*
-hey, that very intersting me....hey you know....hexen stuf..*guilty*
Harry
April 24th, 2006, 01:58 PM
That looks sexual :)
D353R7 3@913
April 24th, 2006, 08:36 PM
this is my first post and I want to know if 1.1 is released, being worked on or has it been scraped. The animation in the first jDRP (1.01 i think) was really crap. everything was too smooth. e.g. reloading shotgun was all even speed and jerk free. Big credit to the programmers though.*bow* I couldnt do it as I have just started to learn my first language, C++ and by golly gosh its hard.*ohmy*
Technomancer
April 24th, 2006, 09:56 PM
If you'll look up above a couple of posts you should see, quite clearly, a new WIP picture of the Cyberdemon, released just yesterday or so. One would suspect that should be a fairly clear indication as to the status of the JDRP.
Please, PLEASE! Read the previous posts BEFORE posting!
Thank you! *thumbs*
D353R7 3@913
April 24th, 2006, 10:08 PM
That...Is...Amazing...I worship your skillz *bow*
Are all the models going to be like that? If they are:*ohmy* Progresses to:*sick* And finally:*crazy*
Markworth
April 24th, 2006, 10:45 PM
picture of cyber demon WIP
You call that low poly?! You'd be a tough boss with those standards. That's beautiful.
DaniJ
April 25th, 2006, 01:46 AM
You call that low poly?! You'd be a tough boss with those standards. That's beautiful.Actually it's only 1700 polys atm and its unoptimized (also its 100% QUADs - so it should subd perfectly). I've set myself a budget of 2200 polys for the Cyberdemon (most of the other monsters have a budget of around 1200 polys) since they appear far less frequently than the others.
D353R7 3@913
April 25th, 2006, 02:27 AM
umm... whoops wrong button. Sorry!
D353R7 3@913
April 25th, 2006, 02:30 AM
Man this is looking great. Cant wait.
evrybody was talking about the zombie models. everybody seemed to say they wanted you to tidy up the 1.01 zombies and use them in 1.1 but i thought, why dont you finish all the models properly instead of wasting time tidying the 1.01 and then making the new ones.
And to all you people who want the mod now, Remember the Mainland cheese ad, (well mabye you guys dont) "Good things take time"*thumbs* I know we have been waiting for well over a year now but I would rather have quality over quickness.
SgtMagor
April 25th, 2006, 05:59 AM
just wondering, Think Dani mentioned something about the monsters tracking you by turning there heads a while ago. oh! btw have you decided to give the zombies and imps illuminated textures on there eyes. thx for the updates on 1.1...
Technomancer
April 25th, 2006, 05:42 PM
I don't think that the head tracking thing can be done with MD2, I'm pretty sure you can only do that with MD3, although I may be wrong. It would be pretty sweet though.
KuriKai
April 26th, 2006, 04:38 AM
I know those mainland cheese ads
Dani did you ever get the shotgun guy 3dmodel I sent you?
D353R7 3@913
April 27th, 2006, 04:37 PM
It would look weird though woudnt it, i mean, having a monsters head always following your movement would be creepy.
Technomancer
April 27th, 2006, 04:59 PM
The monsters themselves are pretty creepy so I don't think it would change the creep factor too much, it might look funny if you snuck up on one from behind though. Can you say Exorcist?
DaniJ
April 27th, 2006, 05:02 PM
The monsters themselves are pretty creepy so I don't think it would change the creep factor too much, it might look funny if you snuck up on one from behind though. Can you say Exorcist?Obviously the rotation range would need to be limited somewhat :)
D353R7 3@913
April 27th, 2006, 11:02 PM
Whats Exorcist? Is it some sort of scary movie, or is it a game or what. any pictures but dont make them too freaky, cos I still cant play Doom 3. Just as im sitting here with no lights on, my imagination is running wild. Im turning on the lights...
Skitso
April 27th, 2006, 11:04 PM
Mr. 666, do you have an E-mail address to where I could send my hires ending pictures?
KuriKai
April 28th, 2006, 03:09 AM
@skitso http://forums.jfiles.org/album_upload.php?cat_id=2
DistantJ
April 28th, 2006, 06:40 AM
Whats Exorcist? Is it some sort of scary movie, or is it a game or what. any pictures but dont make them too freaky, cos I still cant play Doom 3. Just as im sitting here with no lights on, my imagination is running wild. Im turning on the lights...
The Exorcist is a classic and very well known horror movie, probably one of the best ever made, from 1973, in which a normal little girl in Washington is possessed by a demon and some priests have to Exorcise the demon out of her. She does all sorts of horrible graphic things, at one point in the movie her head turns all the way around until it's facing backwards, and she speaks the voice of a man she killed. That's what he was refrencing, the head being backwards.
LoxotroniX
April 28th, 2006, 04:24 PM
so whats the progress?
when we wil see beta4 of jdoom and jDRP new pack?
more then one year was gone since "REAL" update..
sLydE
April 28th, 2006, 04:26 PM
WID
That's the release date we have, and we shouldn't expect anything more. Dani J is doing a great job with all this (for free), and I think we should show him a little respect.
LoxotroniX
April 28th, 2006, 04:30 PM
ok ill wait for his work during next 20 years....)
sLydE
April 28th, 2006, 05:49 PM
I'm not going to argue with you, we all are very anxious to see what he has up his sleeve. I just think that people should stop bugging him in this thread, and let him work the way he does. I've been waiting around for this project since its inception, but I try to keep a level head, and not bitch about how he's taking a long time.
Sorry to be preachy, but sometimes these things need to be said.
M4GICFOUR
April 28th, 2006, 09:28 PM
LoxotroniX, everyone wants this done ASAP, including DANIJ666 and anyone else working on it. This isn't Dani's job, and he doesn't get paid for it, he's got real life stuff to deal with too. If he says "it'll be done in a month", and then he (for instance) gets fired from his job, its going to affect things, now isn't it? The only fair way to ask how long is to ask what is left to complete, without asking how long it's expected. Like sLydE said, its done when its done. If you want to speed that up, learn how to build it yourself. I know it sounds like i'm being condesending, but that's not my intention. Just try to think from others point of view before you complain.
Yagisan
April 29th, 2006, 01:29 AM
We are doing it as quick as we can considering real life. If you are not already using beta3 you should.
Once again for those that are not paying attention - If you want to know what we are doing, look here http://deng.sourceforge.net/blog/
Technomancer
April 29th, 2006, 02:44 AM
@ Slyde - I bet I know what he has up his sleeve... An ARM!!!
@DistantJ - Thanks for the explanation! I feel kinda old now that someone actually didn't ge that though
and finally
@LoxotroniX - I've been waiting for a pack this good since the original 3D models when JDoom was still new, in excess of ...6 years ago now I think? Patience is well rewarded.
I'm glad we have someone as talented and generous as Dani, the original models were crap, no offence to Cheb or anything, at the time they rocked!
Point is, I hope to see this project come to a close when it's done and not any sooner, I'm seen far too many good mods get flushed part way through, keep up the good work my friend!
LoxotroniX
April 29th, 2006, 03:56 AM
i agreed with all what you say and dont want argue or something else, but news about a project is going very slowly.. dani, if you did more then 90% of models and animation maybe you will post some screenshots of cyberdemon , baron of hell, mancubus :)
it will be interesting to see the reincarnation of them :) and dani, your models are really the best and you are really very good guy :) so keep up working when you have free time :)
KuriKai
April 29th, 2006, 07:23 AM
models and animation maybe you will post some screenshots of cyberdemon , baron of hell, mancubus
DUDE! look on the previous page
FreeLanZer
April 29th, 2006, 08:23 AM
Pfft New comers don't really get the thing about previous posts.. :p
Yagisan
April 29th, 2006, 08:47 AM
Pfft New comers don't really get the thing about previous posts.. :pThat is so true.
What I want to know, is where does Dani J find the time to do all this. He has all the models getting done, he drops new patches into svn every few days, and still has time to post here and moderate the forums. Actually, I'm begining to wonder if he is human at all ..
LoxotroniX
April 29th, 2006, 09:08 AM
so show me the link to mancubus and baron of hell, hellknight :p
cyberdemon yea it was... but it was shown not textured and undone *sulk*
thechad
April 29th, 2006, 09:33 AM
for real do we want good slow paced quality work or something sped through just so we don't have to wait, i for one want it to rule
DaniJ
April 29th, 2006, 12:27 PM
As I've said numerous times in the past - I do what I can when I can. If thats not fast enough for you then I'm sorry but nothing is going to change unless I win the lottery and can give up work.
Atm jDRP is not the #1 priority, getting Doomsday 1.9.0 released is.
What I want to know, is where does Dani J find the time to do all this. He has all the models getting done, he drops new patches into svn every few days, and still has time to post here and moderate the forums. Actually, I'm begining to wonder if he is human at all ..Heh. I can assure you I AM human but I'm "lucky" in that I require very little sleep... a by product of years of insomnia when I was in my late teens.
I'll try to get some more pics of jDRP stuff posted soon.
FreeLanZer
April 29th, 2006, 12:35 PM
I'll try to get some more pics of jDRP stuff posted soon.
Sounds great! *munch*
But don't mind LoxotroniX, he's a real.. Oh well that would be a waste of words.. ;)
General Greivous
April 29th, 2006, 12:49 PM
If you aren't going to add something to the project, then logically, you have no right to demand things from it. Thats my opinion on the whole thing.
As for Dani, he's a very busy guy, and his work is worth waiting for. Good things come to those who wait.
Technomancer
April 29th, 2006, 02:19 PM
A very good point GG! I wish more people understood that. And yes, if you'd like to see more preview pics look back a few dozen pages, there are monsters, decor all kinds of stuff in there, you've just gotta go through the archives!
LoxotroniX
April 29th, 2006, 02:23 PM
he's a real..
who? :)
i dont ask anybody to do it if he have not time or he doesnt want.. i only asked about screenshots from jDRP, dany answered, thanks :)
i really like what you are doing so thank you for all *munch*
D353R7 3@913
April 29th, 2006, 07:10 PM
As i said, "Good things take time"
Im not too worried about pictures, all i want is the reassurance that the project is being worked upon. And hell yes it is!!!!
You can see why it is taking a long time. Detailed models + Real life x only a few people working on it = Very long wait.
Good work Dani, keep it up.
Chilvence
April 29th, 2006, 07:11 PM
Heh. I can assure you I AM human but I'm "lucky" in that I require very little sleep... a by product of years of insomnia when I was in my late teens.
Doh. The byproduct of my teenage insomnia is that now I need about 12 hours sleep a day...
DaniJ
April 29th, 2006, 07:42 PM
Doh. The byproduct of my teenage insomnia is that now I need about 12 hours sleep a day...No kidding(?) Thats unusual. What tends to happen is that the body will "crash" and you'll be like that (sleeping for 12 hours a night) for 4-8 months depending on how long and how badly you were affected. After that the body gets back into a rthythm but generally speaking your awake hours cycle is increased not decreased.
Sure you're not just lazy *casper*
Chilvence
April 29th, 2006, 07:52 PM
I dunno really, I guess you could call me lazy (though not generally when I actually have something to do). But if I were to try and put a real reason to it, I'd hazard a guess that its more to do with the fact that I smoke like a chimney. Which has a knock on effect of me not eating as much, drinking buckets of tea and coffee etc...
Anyway, just popping my head in - awesome pics lately ;)
Skitso
April 29th, 2006, 11:21 PM
Dani, here are the final pics for the pack.
ENDPIC
http://forums.jfiles.org/album_showpage.php?pic_id=1276
Victory 2:
http://forums.jfiles.org/album_showpage.php?pic_id=1275
PFUB1:
http://forums.jfiles.org/album_showpage.php?pic_id=1101
PFUB2:
http://forums.jfiles.org/album_showpage.php?pic_id=1102
FreeLanZer
April 30th, 2006, 03:34 AM
Chilvence, it's great to have you back!
Skitso, your ENDPIC doesn't have much difference than the WIP you made.. Is there a reason? Maybe because the WIP was so close to be finished..?
LoxotroniX
April 30th, 2006, 03:44 AM
great pictures, you are really good profy *bang* , welcome back again ;)
DistantJ
April 30th, 2006, 04:06 AM
*Stops by the topic again to give some more words of encouragement*
Keep up the great work Dani, and everybody else working on it. You are all so talented!
Amazing CyberDemon.
*Leaves again*
Skitso
April 30th, 2006, 04:55 AM
Yeah, I could have made huge amounts of changes to those WIP pictures but as I nowadays have almost zero free time, I thought those are good enough as they are and just made a couple of fixes to them. Hope they are enough for you guys. :)
Markworth
April 30th, 2006, 05:18 AM
Hope they are enough for you guys. :)
*eek* Yes, they're good enough. For me anyways. I guess some other hater might be able to find something wrong with it.
In other news, I wish the exploding smiley was smaller because that was a head asplode moment.
FreeLanZer
April 30th, 2006, 01:16 PM
I guess some other hater might be able to find something wrong with it.
I hope you weren't refering to me since I more than like the marvelous work by both Skitso and Dani.
Markworth
April 30th, 2006, 03:14 PM
I hope you weren't refering to me since I more than like the marvelous work by both Skitso and Dani.
Nope. It wasn't directed at anyone.
hi-ban
April 30th, 2006, 03:59 PM
hi all!
first of all congrats to all people who have contributed to this project... it's an amazing work!
just wanted to know... are you going to release more "jDRP 1.1 Alpha" stuff?
or maybe you're going directly to the Beta release?
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