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thechad
February 28th, 2007, 10:00 PM
basic doomsday editing tutorials would be cool too

CrazedImp
March 1st, 2007, 12:09 AM
Some of them are already on the Wiki.

BlueMax1916
March 3rd, 2007, 05:57 AM
ok now i really want to make this work........
any one help me out here? i've no idea where these files go, i looked every where.

(i cant use kick start because its not for mac yet)

You need to put the file 'jdoom-resource-pack-1.01.zip' into the snowberry\addons folder and the file 'jdoom-resource-pack-1.01.zip.manifest' into the snowberry\manifests folder. When you start snowberry.exe then you should see the JDRP in the Addons folder. Mark it for all your Doom games and it should work.

Also make sure you read this thread http://forums.newdoom.com/showthread.php?t=30054

Silent_Assassin
March 3rd, 2007, 08:44 AM
well the thing is i am on a mac computer so things are probably different, i dont see a file called "jdoom-resource-pack-1.01.zip.manifest" either. im using other addons like jdep, jdui, and the gun pack but i cant seem to get jdrp to work. i know where the files "jDRP.pk3" and "jDRP.ded" go but i dont know where the file "jDRP.ksa" goes. im starting to think this pack isnt even mac friendly......

i'll check out that page.....

ok i got the manifest er what ever.... i'll try this out.

*EDIT*

yup it just doesnt work on mac, i got all the files in and i enabled every thing and.... well there was nothing new.

DaniJ
March 3rd, 2007, 04:49 PM
yup it just doesnt work on mac, i got all the files in and i enabled every thing and.... well there was nothing new.You've not installed it correctly then. Doomsday's lead developer - skyjake uses MacOSX and I can guarantee you 100% jDRP1.01 works with Snowberry.

Follow the instructions: http://forums.newdoom.com/showthread.php?t=30054

Silent_Assassin
March 3rd, 2007, 08:42 PM
ok thank you so much, i finally got it *party*

both the manifest and .zip have to be in the manifest folder, kind of a tricky way to make things work but what ever i guess.

umm it looks great =D

Bob Hoskins
March 4th, 2007, 07:16 AM
both the manifest and .zip have to be in the manifest folder, kind of a tricky way to make things work but what ever i guess.

That's not quite true - both files have to be in the same folder but it's up to you where you put them. All you have to do is tell Snowberry where the manifest file is and the ZIP file is then assumed to be in the same folder.

Silent_Assassin
March 4th, 2007, 07:32 AM
i didnt tell snowberry where the .zip was tho, it auto loaded it....

Bob Hoskins
March 4th, 2007, 07:51 AM
i didnt tell snowberry where the .zip was tho, it auto loaded it....

Re-read my post - you tell Snowberry where the manifest file is. Snowberry then assumes that the ZIP file is in the same folder. It doesn't matter where this folder is or what name you give it.

Silent_Assassin
March 4th, 2007, 09:39 AM
well yea i got that, its just that i didnt tell snowberry where the maniefest was(as well as the .zip) i guess the manifest folder is auto load(or something of that matter).

Mr. Chris
March 13th, 2007, 12:45 PM
What have I missed? Havn't checked in since November o.o

xZAOx
March 14th, 2007, 07:10 AM
What have I missed? Havn't checked in since November o.o

Nothing at all. Well, except that the 1.1 alpha site no longer has downloads on it anymore.

Mr. Chris
March 17th, 2007, 09:39 PM
No new screenies of WIP work from DaniJ?

Devon_Rex )(
March 21st, 2007, 12:42 AM
Yes Dani come on! please give us some kind of screens/screen pleaseee!!




A question.... is it possible to create some kind of hit boxes in use to make enemies getting pain skin /holes etc etc almost exactly where you hit them ?

And if it is possible how hard/time demanding would it be to make it ?

It sure would be a cool feature. and it wouldnt screw the old feeling like ragdolls for example would do.


And aslo ofcourse *grin* Good luck with the work... hehe i love you dani *lovely* *thumbs*

boss429
March 22nd, 2007, 12:37 PM
A question.... is it possible to create some kind of hit boxes in use to make enemies getting pain skin /holes etc etc almost exactly where you hit them ?

And if it is possible how hard/time demanding would it be to make it ?

It sure would be a cool feature. and it wouldnt screw the old feeling like ragdolls for example would do.
*thumbs*
Well you could have decals show up on models (just like when you shoot a wall it leaves a bullet hole) I think HL2 did this.
You could also divide the enemies' hit box into sections. Like if it hits really high is a head shot or in the middle its stomach, ect. Then have three skins one for the head one for the torso and one for the feet. Then when an enemy gets shot in the upper section load a pain skin for just the head and so on.

Xenomorph
March 22nd, 2007, 07:35 PM
A question.... is it possible to create some kind of hit boxes in use to make enemies getting pain skin /holes etc etc almost exactly where you hit them ?

I think the restrictions of the MD2 model format might make decals a difficult thing to implement. I may be wrong, but I think you would have to create multiple skins with different wound varieties. Not very practical unfortunately.

Devon_Rex )(
March 27th, 2007, 05:45 AM
Well you could have decals show up on models (just like when you shoot a wall it leaves a bullet hole) I think HL2 did this.
You could also divide the enemies' hit box into sections. Like if it hits really high is a head shot or in the middle its stomach, ect. Then have three skins one for the head one for the torso and one for the feet. Then when an enemy gets shot in the upper section load a pain skin for just the head and so on.

Exactly what i was thinking about..


Sin used M2d format and that too i think cause you could hit them on differnt parts on them and get pain skin there. Sin also had differnt dmg depending on where you hit them like for example if you shot a enemie in the head he would die on one shot real cool stuff could be nice in Doomsday.

DaniJ
April 4th, 2007, 02:37 PM
Time to say goodbye to this sticky now that a new version is released. *snif* the memories...

BuddhaMaster
May 23rd, 2007, 05:50 AM
The way I do it is with extra planes using additive blending, that way they react to the light level of the sector. The effect could look a lot better once shaders are available.
Someone wanted to see the switch models:
http://modelyard.newdoom.com/jDRP/SWTech.jpg
Remember they won't be in 1.1 unless Skyjake adds decor models in the next Doomsday release.

I was just browsing trough the thread to see the last ~50 posts i (maybe) missed yet.. and yes theres new pictures.

That switches - please tell me why you model the involved lights separatly, instead of keeping it just flat: If you dont model the bolts at the skull-cubes from last boss and stuff like that ;) ? they are about the same in size - and do you see the difference ? yes you do. Because you always see that jagged lines that tell you its 3d and not just flat .. ;) i think even with AA

(know this post is closed, so i've no idea if that will get showed..)

DaniJ
May 23rd, 2007, 06:47 AM
There IS a difference. With the skullcube it is very rare you get within a several meters of them where as the switches your nose is regularly within a few millimeters of them.
Because you always see that jagged lines that tell you its 3d and not just flat .. i think even with AANo, even with 2x AA the jaggies are not very noticeable. At 16x AA they are practically non-existent.

That image was taken from a screengrab of a 3DStudio viewport (hence why there is no AA, AF etc).

BuddhaMaster
September 5th, 2007, 06:42 PM
There IS a difference. With the skullcube it is very rare you get within a several meters of them where as the switches your nose is regularly within a few millimeters of them.
No, even with 2x AA the jaggies are not very noticeable. At 16x AA they are practically non-existent.

That image was taken from a screengrab of a 3DStudio viewport (hence why there is no AA, AF etc).

There IS a difference. With the skullcube it is very rare you get within a several meters of them where as the switches your nose is regularly within a few millimeters of them. <---- you dont know how i play *wacky* i prefer to have hell just a few milimeters before they get blasted by the 12 gauge to where they came from *diablo*
Ok you are right, Dani. But release that pack already *bow**uhh*

zerker12a
September 10th, 2007, 07:10 PM
a neat little feature would be vital points on the monsters. Hit them in head 1 shot, in certain spots it may immoblize them(the zombies of course though) or just slow them down EVEN more lol, besides the big baddies nothing effects them their well BIG and BAD.

Another cool little thing would be decals on the walls like bullet holes and shells flying out of the guns when fired :) just little things, may seem little to me but what do i know..

CrazedImp
September 10th, 2007, 07:44 PM
I agree with the decals and weapon effects, but vital points on the monsters is rather unneccesary. It would be fun for a while but such things are not Doom, so its not likely to be implemented. I also don't think its possible atm in DENG.

Organicjerk
September 25th, 2007, 10:22 PM
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