View Full Version : jDoom Resource Pack (jDRP) 1.01
xZAOx
July 23rd, 2004, 01:09 PM
Well, I'm guessing the skin will take care of issues like that. Not every spec of blood needs to be modeled hehe.
DaniJ
July 23rd, 2004, 01:20 PM
Yep the skin will do the rest of the details, I only model significant differences in form. He's unwrapped now and I've started on the skin.
beef1187
July 23rd, 2004, 08:12 PM
Great work as always Dani! I've only been following your model pack for a short time but I am extremely excited. All of your models and skins are of an extremely high caliber, and to top it off you have some wonderful ideas on how to improve game play.
Good luck with everything. I can't wait for the next preview (I hope its a monster model ;))
P.S.
I don't know if you are aware of it but there is a mod being made for Doom 3 called Creature Conversion (http://mods.moddb.com/2186/). You should contact them because you definitely have the skill to help them out. Your Imp model looks good enough to be plopped right into Doom 3! I haven't seen any updates from this mod in a while but there is a chance that it is still alive. Just a suggestion. *l7*
MasterOfPuppets
July 23rd, 2004, 09:47 PM
purdy *knownot*
jls23
July 23rd, 2004, 10:16 PM
Sorry to be a bitch about this, but dani why is the baron short? And why did you decrease detail level on the pump on the shotgun?
Caden
July 23rd, 2004, 10:20 PM
baron short? what decrease? just wait for the next pack. i dont think dani did the barron or the shotgun.
jls23
July 23rd, 2004, 10:22 PM
Um, hey Chilvence, did you...? Ahh, nevermind. Ever notice that in an earlier version of the jdrp, you could read every single word on the pump of the shotgun? Now, because it's so low-quality you can only make out "U.A.C. Corp".
P.S.
You guys ever notice that planetdoom NEVER updates their jdoom download? I've sent them an e-mail before, as a submitted news thingy, about all this sw33t jdoom stuffness, and they haven't done anything. A bunch of ZDoom and Legacy loving s.o.b.'s. They're still at JDOOM v1.10.
KuriKai
July 23rd, 2004, 11:14 PM
sweet model dani
OT i cant help the people on planetdoom forums as my ip seems to be baned
MasterOfPuppets
July 24th, 2004, 01:24 AM
OT i cant help the people on planetdoom forums as my ip seems to be banedlol, that is a blessing.
hurleybird
July 24th, 2004, 07:16 AM
Um, hey Chilvence, did you...? Ahh, nevermind. Ever notice that in an earlier version of the jdrp, you could read every single word on the pump of the shotgun? Now, because it's so low-quality you can only make out "U.A.C. Corp".
P.S.
You guys ever notice that planetdoom NEVER updates their jdoom download? I've sent them an e-mail before, as a submitted news thingy, about all this sw33t jdoom stuffness, and they haven't done anything. A bunch of ZDoom and Legacy loving s.o.b.'s. They're still at JDOOM v1.10.
Grrr!
oh well, I was once a legacy loving jdoom hating sob, but Ive never liked Zdoom. Right now though, if you have a good machine I dont see why anyone would use anything besides doomsday.
DaniJ
July 24th, 2004, 08:33 AM
Sorry to be a bitch about this, but dani why is the baron short? And why did you decrease detail level on the pump on the shotgun?
The short Baron and HellKnight was a mixup on my part. When I did the final export of the model I set the wrong scale on the script I use for exporting. It is fixed in jDRP 1.1 but if you want to fix it now open both M-BaronOfHell.ded and M-HellKnight.ded and change all the scale commands within the model definition to:
Scale XYZ { .42 .4 .42 }
That will give you the correct proportions.
The skin on the shotgun was sampled down because it was FAR to big just to have that plague hi res. On the new model for jDRP 1.1 this plaque is seperate and is readable again.
beef1187 : I don't make a habit of joing projects that have nothing to show. In general they never get finished. Besides I've got more than enough projects I'm working on atm. After I release jDRP 1.1 I'm having a months break to work on SCUDD.
Blaker
July 24th, 2004, 09:09 AM
Dani, you have got some amazing stuff going. Everything looks like it belongs in a modern game, yet it keeps it's Doom heritage intact. I was a huge fan of the older model packs, and when I saw the 1.1 promo on the Modelyard site I just had to take a closer look at it's progress. Keep up the good work!
(Btw, I'll also try to talk to somebody about the lack of updates in the planetdoom downloads section. :) )
jls23
July 24th, 2004, 12:18 PM
(Btw, I'll also try to talk to somebody about the lack of updates in the planetdoom downloads section. :) )
I hope that you weren't being sarcastic. Because if you were, why must you be a jackass about it? I wasn't ASKING anyone to do anything, but if you do, that's fine by me. But if the only thing you can think of to say is sarcastic, or any other negative kind of statement, please shut the f*** up.
But if you meant it, sorry for being an ass.
Tyberious
July 24th, 2004, 12:23 PM
if you guys are going to be doing this then please put it in pm.
by the way dani I just noticed, that model is a low poly model. You must skin really damn good to make it not show up.
Mad Max RW
July 24th, 2004, 05:10 PM
I was wondering about those stubby looking Barons. Thanks for the fix, though. Got it all under control in 5 minutes.
Blaker
July 24th, 2004, 05:31 PM
In reply to #1263
Don't worry mate, I was being serious. I was just trying to press the fact that it might not do anything. Sorry if I came across as being a jackass.
Anyways, I have a question for you Dani. In the most recent model pack I've noticed that the monster movements are a bit on the jerky side. I'm absolutely fine with that, but I was just wondering if we can expect smoother animations with the newer, more realistic models?
Chilvence
July 24th, 2004, 05:55 PM
Um, hey Chilvence, did you...?
Huh? Did I what?....
jls23
July 24th, 2004, 10:16 PM
Nevermind Chilvence. But I think I can answer your question blaker. It must be damn hard to create new animations by hand, and dani probably thought we wouldn't mind, since this is Doom after all, and there were only 2 or 3 movement animations for each monster. BTW dani, where are those DED's?
DaniJ
July 25th, 2004, 12:01 PM
Anyways, I have a question for you Dani. In the most recent model pack I've noticed that the monster movements are a bit on the jerky side. I'm absolutely fine with that, but I was just wondering if we can expect smoother animations with the newer, more realistic models?
It must be damn hard to create new animations by hand, and dani probably thought we wouldn't mind, since this is Doom after all, and there were only 2 or 3 movement animations for each monster.
I didn't create the monster models or animate them. I've not spent much time improving them due to the fact that they will be replaced with all new models soon.
The monster models (most of them where created by Team SOG a long time ago) where created using vertex animation. This method of animation is obsolete for many reasons, including those you mentioned and having to move each vertex by hand for every frame of the animation sequence. As you can imagine that is a very painfull way to animate and because of that the quality of the animations suffer. When Cheb reanimated them he wasn't going for smoothness. He wanted to make each frame of the animation sequence match the sprites as closely as possible.
For the new models I use a full skeletal rig that affords me far greater control and flexibility. Plus I'm not trying to stick rigidly to the sprites. I think it's more important to recreate the feel of the sprite animations. I think you'll find the animation much smoother and much more alive than the old models.
sLydE
July 25th, 2004, 12:13 PM
i was just playing through 1.8.1rc1 with jdrp 1.01 and the jdtp, and i was thinking: i'm going to be scared shitless once again whenever jdrp 1.1 is done, thanks dani! i'm probably gonna have to buy some new underwear :D
Blaker
July 25th, 2004, 07:09 PM
Thank you Dani. Can't wait! :D
Slinky Winky
July 26th, 2004, 08:24 PM
What up guys,
Can someone tell me how to edit the ded files. When I try to repack them I get a sprite instead of the model. *ugh*
Thanks
Grimm
July 27th, 2004, 08:18 AM
Whats the command to stop model spinning? I forgot it. :P
Harry
July 27th, 2004, 08:29 AM
Whats the command to stop model spinning? I forgot it. :P
You can edit it in the jdoom.cfg file thats what I did anyway and the models stopped spinning.
Darmuss
July 27th, 2004, 11:00 AM
Whats the command to stop model spinning? I forgot it. :P
rend-model-spin-speed 0
Wicked Anime Kid
July 27th, 2004, 11:45 AM
Hey dani, would it be possible for you to create alterations in the weapons (for more...*ahem* realism) so that they truely lie on the floor instead of hovering spinning above the floor. (if it's possible to make that an KSA file via an external ded it would be very usefull:D)
DaniJ
July 27th, 2004, 01:50 PM
Can someone tell me how to edit the ded files. When I try to repack them I get a sprite instead of the model.
You need to make sure that it you put it back within the correct virtual folder.
The easiest method is to extract that ded to the defs/jDoom directory and remove the copy in the pk3. Then make your changes to the extracted one. Remember though that if you download the next version of the jDRP the ded inside the pk3 will overide your modified one.
Hey dani, would it be possible for you to create alterations in the weapons (for more...*ahem* realism) so that they truely lie on the floor instead of hovering spinning above the floor. (if it's possible to make that an KSA file via an external ded it would be very usefull)
Not a bad idea there WAK. I'll add it to the TODO list.
It won't be with a seperate KSA I'll use a command line option so that it can be added to Kickstarts Model Options tab. I plan to make much more use of that tab for eg adding a disable-exotic-blends option to prevent the funky blood colour issue some people have.
doomer
July 27th, 2004, 02:30 PM
Dani
Just reading through the rc2 thread i see there are limitations with pk3's within pk3's . When you release jdrp 1.1 could you also release it as one large pk3 with everything unzipped within it?( if you prefer multi pk3's maybe do 2 seperate downloads?) I know this was mentioned a while back in this thread and i did unzip all my current ones - but even with winrar i couldn't find a quick way of doing it. Thanks.
J0han
July 27th, 2004, 04:25 PM
Hey Dani, just a question. Your models will have facial expressions, or the Imp will estay always with his mouth open? *giddy*
MasterOfPuppets
July 27th, 2004, 05:02 PM
he said they had facial animations, so i guess the answer is yes.
beef1187
July 27th, 2004, 05:43 PM
I don't know if you went over this yet but is there going to be a new shotgun model? I find the current one extremely bland. I use the shotgun the most and I love the way the sprite shotgun looks so that is the only thing preventing me from using 3d models. The other ones are phenomenal.
I know that the pack isn't catered to my liking, I don't want it to sound that way, just a suggestion. :)
KuriKai
July 27th, 2004, 11:16 PM
Dani
from version 1 - 1.01 did you update the lost soul?
if so could someone give me a link to the lost soul pk3? as it takes to long to download the full pack.
Caden
July 27th, 2004, 11:18 PM
Dani
from version 1 - 1.01 did you update the lost soul?
if so could someone give me a link to the lost soul pk3? as it takes to long to download the full pack.
ill upload it to my site when im done downloading.
Caden
July 27th, 2004, 11:39 PM
here it is sonic: www.freewebs.com/shadowdragon614/lostsoul.pk3
KuriKai
July 27th, 2004, 11:58 PM
thanks . . .
DaniJ
July 28th, 2004, 06:20 AM
Just reading through the rc2 thread i see there are limitations with pk3's within pk3's . When you release jdrp 1.1 could you also release it as one large pk3 with everything unzipped within it?There aren't any limitations with the pk3's, what we (myself and Skyjake) were trying to pin down was the reason for the overly long precache time. Skyjake is looking into it so we'll know soon.
I was considering doing that, I guess I'll run a poll to see how many people actually customise the jDRP/ mix and match packs. Currently there isn't many "third-party" packs available but that might change soon.Your models will have facial expressions, or the Imp will estay always with his mouth open? We'll don't be expecting anything like lip synced growls but yes they have some facial expresions.is there going to be a new shotgun model?Yes there is a new HUD model and new pickup model.
On the subject of new HUD models here is a list:
1) Fists - Completely new model + skins + animations
2) Chainsaw - Completely new model + skins + animations
3) Pistol - Chilvences pistol, slightly modified, improved skins + new raise/lower and idle animations + new muzzle flash
4) Shotgun - Completely new model + skins + animations
5) DBShotgun - Chilvences DBshotgun, modified + improved skins + new raise/lower and idle animations + new muzzle flash
6) Chaingun - Improved model + skins + animations + new muzzle flash
7) RocketLauncher - Improved model + skins + animations + new muzzle flash
8) PlasmaRifle - Improved model + skins + animations
9) BFG - Completely new model - Needs a fair bit of work still but I'm hoping to get it done in time
Caden
July 28th, 2004, 06:25 AM
Sounds good Dani. Have the zombies been changed? I thought they looked bad.
DaniJ
July 28th, 2004, 06:29 AM
Have the zombies been changed? I thought they looked bad.
Not really, no. The only one that has seen any real work is the Chaingunner. The majority of the monsters are scheduled for jDRP 1.2.
I've done some stuff like improving some of the god awfull skins on the Sarge but not much.
Caden
July 28th, 2004, 06:31 AM
Oh well thats fine, that imp is beautiful (in an evil way) and that is more than anyone could ask from someone who is doing all this for free.
SgtMagor
July 28th, 2004, 07:09 AM
so we will see the new imp for 1.1 then?, sorry im confused.
Caden
July 28th, 2004, 07:10 AM
yea i think we will, at least thats what the preview pic said
Grimm
July 28th, 2004, 07:36 AM
I am soooo happy to hear you did all the weapons. :) Are you still doing the version with black gloves?
beef1187
July 28th, 2004, 10:12 AM
Thanks for the great news Dani! I can't wait for the release. Can we get a preview? (shotgun please *grin* )
Tyberious
July 28th, 2004, 02:45 PM
the zombies (and maybe the player) need new skins for now, the models can wait, its just the skins need serious revamping but everything else is great in my opinion. I love the blood effects, hopefully we can make it thicker and look more like pools instead of decals. It would be cool in the future if you stepped on a pool of blood to leave footprints and maybe actually have solid dead monsters instead of monsters you walk through (have it as an option to toggle.)
I thought I would throw some ideas in the collective pot.
KuriKai
July 28th, 2004, 03:11 PM
sometimes when im playing multiplayer some monster go solid when there dead
Mad Max RW
July 28th, 2004, 03:17 PM
I'm still waiting for somebody to figure out how to gib dead bodies.
DaniJ
July 28th, 2004, 03:26 PM
You can't gib dead bodies cos the Archvile can bring em back. There still needs to be a mangled corpse or it'll look like a monster suddenly appears out of thin air.
Yep, new Imp in 1.1.
I'll post another preview soon.
SgtMagor
July 28th, 2004, 04:40 PM
kewl thxs, can't wait till i see te new imp in the game.think i asked this a while ago are you still considering adding glow to the eyes on the Zombies
KuriKai
July 28th, 2004, 04:48 PM
can the archvile bring back crushed bodies then?
MasterOfPuppets
July 28th, 2004, 05:48 PM
or it'll look like a monster suddenly appears out of thin air i for one don't care.
jls23
July 28th, 2004, 09:27 PM
I love the blood effects, hopefully we can make it thicker and look more like pools instead of decals. It would be cool in the future if you stepped on a pool of blood to leave footprints (have it as an option to toggle.)
Like ol' Duke? Anyways, I think that would be Skyjake's task to add support for it, then maybe either the jdtp or someone else would do the "bloody work". I'm pretty sure that's not Dani's ballpark. btw Dani what do you mean "in time"? is there a release date for jdrp? If there isn't, no pressure man. Hell, take a vacation before releasing it if you want, as long as you feel good about it when you release it.
First on 66! :D
Chilvence
July 28th, 2004, 09:44 PM
Actually, anyone can do whatever they want if they feel like it...
Midnight
July 29th, 2004, 10:59 AM
I'm hopping Dani will have it out when I get back from my State trip :) which is a week, and a half :D but I'm only hopping :P
Felix
July 29th, 2004, 04:13 PM
please don't hop on dani, he has work to do!
jls23
July 29th, 2004, 08:55 PM
lol felix i'm hopping that it will be done soon too
Tyberious
July 29th, 2004, 10:00 PM
well then dani better get hoppin ig its going to get done soon.
sLydE
July 30th, 2004, 03:49 AM
"it's so tragic how they hopped on pop" :p
KuriKai
July 30th, 2004, 04:49 AM
who animated the marine?
his gestures are cool, cant wait to see them in doom
Technomancer
July 30th, 2004, 06:20 AM
What gestures? Is there a promo video?
Skutarth
July 30th, 2004, 08:09 AM
I'm having compatibility issues with jDRP from the link at http://www.jdql.tk/
I'm using the following:
Doom1_Remixes
Doom2_Remixes
IntermissionPack
jDRP
jDEP
jDEP-Ext
jDTP-DOOM1TEXTURES
jDTP-FINALDOOMTEXTURES
jDTP-FLATS
jDTP-TEXTURES
jDUI
soundpack
(Again: I got all of these from the links on http://www.jdql.tk/, except for the remixes, which I got from http://www.DoomsdayHQ.com)
All of the packs work fine, but as soon as I start the actual game, it crashes after about five frames of rendering. When it crashes, the music keeps playing, but the screen is distorted.
All of these packs are in working condition. I know it's an incompatibility because it will run by itself, and everything else will work when it's not on. I would really like to have all of these running at once, so any help is welcome.
These are the contents of Doomsday.out:
Con_Init: Initializing the console.
SW_Init: Startup message window opened.
Executable: Version 1.8.0 Jun 27 2004 (DGL).
Memory zone: 128.0 Mb.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: DOOM.WAD
IWAD identification: 00cdce4c
W_AddFile: DOOM.gwa
W_AddFile: Data\Doomsday.wad
W_AddFile: Data\jDoom\jDoom.wad
IWAD identification: 00056533
W_AddFile: data\jDoom\jDRP.pk3
W_AddFile: Data\jDoom\Auto\IntermissionPack.pk3
W_AddFile: Data\jDoom\Auto\jDEP-Ext.pk3
W_AddFile: Data\jDoom\Auto\jDEP.pk3
W_AddFile: Data\jDoom\Auto\jDTP-DOOM1TEXTURES.pk3
W_AddFile: Data\jDoom\Auto\jDTP-FINALDOOMTEXTURES.pk3
W_AddFile: Data\jDoom\Auto\jDTP-FLATS.pk3
W_AddFile: Data\jDoom\Auto\jDTP-TEXTURES.pk3
W_AddFile: Data\jDoom\Auto\jDUI.pk3
W_AddFile: Data\jDoom\Auto\soundpack.pk3
W_AddFile: data\jdoom\Auto\AmmoBox.pk3
W_AddFile: data\jdoom\Auto\AmmoClip.pk3
W_AddFile: data\jdoom\Auto\ArachnoShot.pk3
W_AddFile: data\jdoom\Auto\Arachnotron.pk3
W_AddFile: data\jdoom\Auto\ArchVile.pk3
W_AddFile: data\jdoom\Auto\Armor.pk3
W_AddFile: data\jdoom\Auto\Backpack.pk3
W_AddFile: data\jdoom\Auto\BaronFireball.pk3
W_AddFile: data\jdoom\Auto\BaronOfHell.pk3
W_AddFile: data\jdoom\Auto\Barrel.pk3
W_AddFile: data\jdoom\Auto\BerzerkPack.pk3
W_AddFile: data\jdoom\Auto\BFGShot.pk3
W_AddFile: data\jdoom\Auto\BigLamp.pk3
W_AddFile: data\jdoom\Auto\BigStonePillar.pk3
W_AddFile: data\jdoom\Auto\BigTree.pk3
W_AddFile: data\jdoom\Auto\BloodPools.pk3
W_AddFile: data\jdoom\Auto\BossCube.pk3
W_AddFile: data\jdoom\Auto\BrainStem.pk3
W_AddFile: data\jdoom\Auto\Cacodemon.pk3
W_AddFile: data\jdoom\Auto\CacoFireball.pk3
W_AddFile: data\jdoom\Auto\Candelabra.pk3
W_AddFile: data\jdoom\Auto\Candle.pk3
W_AddFile: data\jdoom\Auto\Cell.pk3
W_AddFile: data\jdoom\Auto\CellLarge.pk3
W_AddFile: data\jdoom\Auto\ColonGibs.pk3
W_AddFile: data\jdoom\Auto\ComputerMap.pk3
W_AddFile: data\jdoom\Auto\CyberDemon.pk3
W_AddFile: data\jdoom\Auto\Demon.pk3
W_AddFile: data\jdoom\Auto\EvilEye.pk3
W_AddFile: data\jdoom\Auto\FireCan.pk3
W_AddFile: data\jdoom\Auto\FireStick.pk3
W_AddFile: data\jdoom\Auto\FloatingSkulls.pk3
W_AddFile: data\jdoom\Auto\FormerCommando.pk3
W_AddFile: data\jdoom\Auto\FormerHuman.pk3
W_AddFile: data\jdoom\Auto\FormerSergeant.pk3
W_AddFile: data\jdoom\Auto\GenericModels.pk3
W_AddFile: data\jdoom\Auto\HangByFeet.pk3
W_AddFile: data\jdoom\Auto\HangingLeg.pk3
W_AddFile: data\jdoom\Auto\HangingLegs.pk3
W_AddFile: data\jdoom\Auto\HangNoBrain.pk3
W_AddFile: data\jdoom\Auto\HangNoGuts.pk3
W_AddFile: data\jdoom\Auto\HangNoLeg.pk3
W_AddFile: data\jdoom\Auto\HangtLookDn.pk3
W_AddFile: data\jdoom\Auto\HangtLookUp.pk3
W_AddFile: data\jdoom\Auto\HangtNoBrain.pk3
W_AddFile: data\jdoom\Auto\HangTorso.pk3
W_AddFile: data\jdoom\Auto\HangtSkull.pk3
W_AddFile: data\jdoom\Auto\HeadCandles.pk3
W_AddFile: data\jdoom\Auto\HeadOnAStick.pk3
W_AddFile: data\jdoom\Auto\HeadsOnStick.pk3
W_AddFile: data\jdoom\Auto\HealthPotion.pk3
W_AddFile: data\jdoom\Auto\HeartPillar.pk3
W_AddFile: data\jdoom\Auto\HellKnight.pk3
W_AddFile: data\jdoom\Auto\HUD-BFG.pk3
W_AddFile: data\jdoom\Auto\HUD-Chaingun.pk3
W_AddFile: data\jdoom\Auto\HUD-Chainsaw.pk3
W_AddFile: data\jdoom\Auto\HUD-Fists.pk3
W_AddFile: data\jdoom\Auto\HUD-Pistol.pk3
W_AddFile: data\jdoom\Auto\HUD-PlasmaRifle.pk3
W_AddFile: data\jdoom\Auto\HUD-RocketLauncher.pk3
W_AddFile: data\jdoom\Auto\HUD-Shotgun.pk3
W_AddFile: data\jdoom\Auto\HUD-SuperShotgun.pk3
W_AddFile: data\jdoom\Auto\Imp.pk3
W_AddFile: data\jdoom\Auto\ImpaledTwitcher.pk3
W_AddFile: data\jdoom\Auto\ImpFireball.pk3
W_AddFile: data\jdoom\Auto\Invisibility.pk3
W_AddFile: data\jdoom\Auto\Invulnerability.pk3
W_AddFile: data\jdoom\Auto\Keen.pk3
W_AddFile: data\jdoom\Auto\KeyCards.pk3
W_AddFile: data\jdoom\Auto\LightGoggles.pk3
W_AddFile: data\jdoom\Auto\LightMaps.pk3
W_AddFile: data\jdoom\Auto\LostSoul.pk3
W_AddFile: data\jdoom\Auto\MancFireball.pk3
W_AddFile: data\jdoom\Auto\Mancubus.pk3
W_AddFile: data\jdoom\Auto\Medikit.pk3
W_AddFile: data\jdoom\Auto\MediumLamp.pk3
W_AddFile: data\jdoom\Auto\MegaSphere.pk3
W_AddFile: data\jdoom\Auto\MiscFX.pk3
W_AddFile: data\jdoom\Auto\PainElemental.pk3
W_AddFile: data\jdoom\Auto\Particles.pk3
W_AddFile: data\jdoom\Auto\PlasmaShot.pk3
W_AddFile: data\jdoom\Auto\Player.pk3
W_AddFile: data\jdoom\Auto\PRocket.pk3
W_AddFile: data\jdoom\Auto\RadiationSuit.pk3
W_AddFile: data\jdoom\Auto\Revenant.pk3
W_AddFile: data\jdoom\Auto\RevRocket.pk3
W_AddFile: data\jdoom\Auto\Rocket.pk3
W_AddFile: data\jdoom\Auto\RocketBox.pk3
W_AddFile: data\jdoom\Auto\ShellBox.pk3
W_AddFile: data\jdoom\Auto\Shells.pk3
W_AddFile: data\jdoom\Auto\ShineMaps.pk3
W_AddFile: data\jdoom\Auto\SkullKeys.pk3
W_AddFile: data\jdoom\Auto\SkullPillar.pk3
W_AddFile: data\jdoom\Auto\SmallLamp.pk3
W_AddFile: data\jdoom\Auto\SoulSphere.pk3
W_AddFile: data\jdoom\Auto\Spectre.pk3
W_AddFile: data\jdoom\Auto\SpiderMastermind.pk3
W_AddFile: data\jdoom\Auto\SpinalColumn.pk3
W_AddFile: data\jdoom\Auto\SpiritualArmor.pk3
W_AddFile: data\jdoom\Auto\SSSoldier.pk3
W_AddFile: data\jdoom\Auto\Stalag.pk3
W_AddFile: data\jdoom\Auto\Stalagtite.pk3
W_AddFile: data\jdoom\Auto\Stimpack.pk3
W_AddFile: data\jdoom\Auto\StonePillar.pk3
W_AddFile: data\jdoom\Auto\TallTorch.pk3
W_AddFile: data\jdoom\Auto\TechPillar.pk3
W_AddFile: data\jdoom\Auto\Tree.pk3
W_AddFile: data\jdoom\Auto\W-BFG.pk3
W_AddFile: data\jdoom\Auto\W-Chaingun.pk3
W_AddFile: data\jdoom\Auto\W-Chainsaw.pk3
W_AddFile: data\jdoom\Auto\W-PlasmaRifle.pk3
W_AddFile: data\jdoom\Auto\W-RocketLauncher.pk3
W_AddFile: data\jdoom\Auto\W-Shotgun.pk3
W_AddFile: data\jdoom\Auto\W-SuperShotgun.pk3
Parsing user.cfg.
Reading definition file: Defs\Doomsday.ded
Reading definition file: defs\jDoom\jDoom.ded
Reading definition file: Defs\jDoom\Doom1_Soundtrack.ded
Reading definition file: defs\jdoom\jDRP.ded
138 sprite names
1369 states
278 things
1419 models
174 lights
233 sound effects
101 songs
335 text strings
147 particle generators
22 animation groups
78 surface decorations
105 map infos
6 finales
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
I_InitJoystick: Eliminator GamePad Pro
Sys_InitTimer.
Sys_InitMixer: Realtek AC97 Audio
Sfx_Init: Initializing DirectSound...
DS_DSoundInit: EAX initialized.
Sfx_InitChannels: 16 channels.
DM_WinMusInit: 2 MIDI-Out devices present.
DM_WinMusInit: MIDI initialized.
S_Init: OK.
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 0.87 seconds.
Net_InitGame: Initializing game data.
GL_Init: Initializing Doomsday Graphics Library.
DG_Init: OpenGL.
OpenGL information:
Vendor: ATI Technologies Inc.
Renderer: RADEON 9600SE x86/MMX/3DNow!/SSE
Version: 1.5.4454 WinXP Release
Extensions:
GL_ARB_multitexture GL_EXT_texture_env_add
GL_EXT_compiled_vertex_array GL_S3_s3tc
GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_multisample GL_ARB_occlusion_query
GL_ARB_point_parameters GL_ARB_shader_objects
GL_ARB_shading_language_100 GL_ARB_shadow
GL_ARB_shadow_ambient GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_ARB_texture_cube_map
GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix
GL_ARB_vertex_blend GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_ATI_draw_buffers
GL_ATI_element_array GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader GL_ATI_map_object_buffer
GL_ATI_pn_triangles GL_ATI_separate_stencil
GL_ATI_texture_env_combine3 GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_ATI_vertex_array_object
GL_ATI_vertex_attrib_array_obj GL_ATI_vertex_streams
GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route
GL_ATIX_vertex_shader_output_p GL_EXT_abgr
GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_clip_volume_hint
GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_multi_draw_arrays GL_EXT_packed_pixels
GL_EXT_point_parameters GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_stencil_wrap
GL_EXT_texgen_reflection GL_EXT_texture3D
GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro
GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
GL_EXT_texture_object GL_EXT_texture_rectangle
GL_EXT_vertex_array GL_EXT_vertex_shader
GL_HP_occlusion_test GL_NV_texgen_reflection
GL_NV_blend_square GL_NV_occlusion_query
GL_ARB_point_sprite GL_SGI_color_matrix
GL_SGIS_texture_edge_clamp GL_SGIS_texture_border_clamp
GL_SGIS_texture_lod GL_SGIS_generate_mipmap
GL_SGIS_multitexture GL_SUN_multi_draw_arrays
GL_WIN_swap_hint WGL_EXT_extensions_string
WGL_EXT_swap_control
GLU Version: 1.2.2.0 Microsoft Corporation
Texture units: 2
Maximum texture size: 2048
Maximum anisotropy: 16
Multitexturing enabled (full).
Con_StartupInit: Init startup screen.
jDoom Version 1.15.0 Jun 27 2004 (Doomsday)
----------------------------------------------------------------------
The Ultimate DOOM Startup
----------------------------------------------------------------------
P_Init: Init Playloop state.
HU_Init: Setting up heads up display.
ST_Init: Init status bar.
M_Init: Init miscellaneous info.
SetupLevel: E1M1 (GL data found)
GL_VERT v2.0
E1M1: Hangar
Author: id Software
DaniJ
July 30th, 2004, 09:32 AM
Try enabling each pack one by one and try each individually to see which pack is causing the problem. AFAIK there is no reason why the jDRP would cause an instant crash.
Have you tried increasing the memory zone to 256mb (if you have it that is).
Also try downloading the Doomsday 1.8.1 rc2 and see if you still get the crash.
who animated the marine?
his gestures are cool, cant wait to see them in doom
Do you mean the current jDRP marine? I'm not sure who animated him. He was originally made by Team SOG but I think Cheb might have reanimated him somewhere down the line.
I have started the new player model but it's far too early to show.
Skutarth
July 30th, 2004, 10:04 AM
Well. It seems as though jDTP-TEXTURES.pk3 is the problem. I can run it independently of jDRP, though. Could it be that my 256MB DDR RAM is inadequate?
Any solutions?
Grimm
July 30th, 2004, 12:04 PM
Try unzipping it to data/jdoom/textures
Then get the updates from http://forums.jfiles.org/album.php
Skutarth
July 30th, 2004, 12:37 PM
Does the same thing as before. I went and checked the Windows XP error report this time around, and it says:
ModName: atioglxx.dll
I have a Saphire ATI Radeon 9600 SE (128MB DDR). I believe that's one of my drivers, but their not old. I updated them only two days ago!
Hope that helps. Again: Any help is appreciated.
EDIT: Meh. I'll try updating the drivers again. Perhaps it was just a problem with that particular driver? I'll post the results soon.
EDIT: Grr. They haven't updated them again. I figured that would be the case...
DaniJ
July 30th, 2004, 12:53 PM
You might want to try down grading and see if that fixes it.
Skutarth
July 30th, 2004, 12:54 PM
I remember having this type of problem before I updated, too. Hmm.
EDIT: Just a second. I'll try this on another computer that also has a Radeon, but it has older drivers.
Indo
July 30th, 2004, 01:39 PM
skuarth, i have the same problem, except it crashes after 5 minutes.
Skutarth
July 30th, 2004, 02:09 PM
In what way do you mean? It always crashes right after I pick the difficulty. It goes for about 3-5 frames and crashes.
Do you also have a Radeon? That just may be the problem.
Skutarth
July 30th, 2004, 02:40 PM
I just tested it on another computer here. Interestingly enough, it has all the same parts, yet it doesn't crash... EVER. The only difference between the two is the other one has an ATI Radeon 8500 with older drivers. I still don't know whether it's the drivers or not.
KuriKai
July 30th, 2004, 03:15 PM
Quote:
who animated the marine?
his gestures are cool, cant wait to see them in doom
Do you mean the current jDRP marine? I'm not sure who animated him. He was originally made by Team SOG but I think Cheb might have reanimated him somewhere down the line.
I have started the new player model but it's far too early to show.
its the player model in jdrp 1.01
they were obviosly thinking ahead of what was /is capable
like the salute, shaking his fist, crouching, punching /firing while crouching and grabing his parts
DaniJ
July 30th, 2004, 03:41 PM
Those animations were done by Team SOG. The mod was for quake and they were used as taunts in DM. Cheb probably left em in there thinking one day they might be usable in jDoom (me hopes so).
Caden
July 30th, 2004, 04:53 PM
I had a problem like this, i think i know how to fix it. You have to turn smooth texture animation off in the doomsday panel thing under textures. Every time you see a water, nukake, ect thats animate it will slow you down alot. Turning off the smoothing should fix it.
Skutarth
July 30th, 2004, 05:07 PM
Dani J666: Kind of like how the Quake Zeus Bots would taunt, laugh, and gesture at you if they killed you? Heh.
jls23
July 30th, 2004, 08:37 PM
I have 2 Questions for 2 people.
Dani J:Are your new models MD3?
Chilvence: What is the url of your website?
Indo
July 30th, 2004, 09:52 PM
no i dont have a radeon, but after about 3-5 mins of play, the game stops, the music continues, then it stops and begins to play but the games still frozen, then i get an error screen. (just a generic windows xp "has caused an error and must shut down the program, you will lose all the stuff you had saved! pwned again!")
Tyberious
July 30th, 2004, 09:53 PM
no they are not md3, they are still MD2. I am not sure if SKYJAKE is going to add MD3 support in 1.8 (since plans changed) or in 2.0, unfortionately md3 was sceduled for 1.8 but things didn't go according to plan. Its not skyjakes fault its just how life goes.
EDIT: (referring ot post above me). Could be that your graphics card, ram or possibly your CPU may be overheating, you may need to update all of your dirvers for everything (incuding the motherboard chipset, agp and graphics drivers) check for spyware or if nothing fixes it then save everything that is important to you, format the pc and reinstall windows. If you don't know how to do the latter then I suggest you don't try and take your PC in to be looked at by your local computer techs.
jls23
July 30th, 2004, 10:19 PM
Well that sux. I payed good money to getDoomsday 1.8, and I was promised MD3 model suppport *mad*
Envid
July 30th, 2004, 11:43 PM
jfiles.org is chiv's site
Indo
July 30th, 2004, 11:44 PM
thanks for the help tyberious, but i dont think thats it, ive played more graphically intense games(ie, far cry) and their crashes were FAR more intermittent(like once every 5 odd days of gameplay)
im thinking theres some kind of incompatibility with my computer's support for whatever the game uses to render, however, it crashes just as often with direct3d as it does opengl, and i noticed it crashes only with the texture pack (all the walls and floors textures n stuff)
has anyone else had problems with the game using texture packs?
Caden
July 31st, 2004, 01:00 AM
Try playing doom 2 see if that works.
Chilvence
July 31st, 2004, 02:17 AM
jfiles.org is chiv's site
Well its really Dorians, but yeah thats where all my stuff is.
sLydE
July 31st, 2004, 07:17 AM
Well that sux. I payed good money to getDoomsday 1.8, and I was promised MD3 model suppport *mad*
um...heh, doomsday is free, right? what did you pay for?
xZAOx
July 31st, 2004, 07:59 AM
I do believe he was just kidding around ;-)
Chilvence
July 31st, 2004, 08:08 AM
Its hardly a great loss. People tend to forget that there wont be any visual benefit whatsoever from using MD3 until Dani has actually created all the new monster models. Even then it still depends on what features Skyjake implements for MD3 support - if he's going to do it properly, then you guys better sit back and give Skyjake some time, because there are an awful lot of considerations to be made in that sector.
Skutarth
July 31st, 2004, 10:02 AM
Well, my computer never crashes on anything other than this. Like most people, I can run Quake 3 on full settings. It has never crashed. As for updating my mobo, can anybody point me to where I can get an update for an Albatron KX600/Pro?
Skutarth
July 31st, 2004, 10:18 AM
Thanks for your help, everybody! It turns out to be the unpredictable! A defrag fixed the problem. If you're also having this problem, try defragging. Tell everybody your results.
jls23
July 31st, 2004, 11:20 AM
Yes I was kidding around. NO jfiles is moving, so their site is down. Actually I found Chilvence's website, and it's at http://www.stateoftheworld.co.uk.... I can't remember the last part. But it's called Chilvence's File Hovel. Or maybe it's just a compilation of some of his stuff. BTW Chilvence, your testshotty link is down.
Indo
July 31st, 2004, 12:59 PM
yes infact i played doom for a few hours at once while jdoom+all the textures downloaded
Chilvence
July 31st, 2004, 02:53 PM
Yes I was kidding around. NO jfiles is moving, so their site is down. Actually I found Chilvence's website, and it's at http://www.stateoftheworld.eclipse.co.uk.... I can't remember the last part. But it's called Chilvence's File Hovel. Or maybe it's just a compilation of some of his stuff. BTW Chilvence, your testshotty link is down.
the only link that works for jfiles right now is http://forums.jfiles.org and of course the album - http://forums.jfiles.org/album.php
I got bored of filehovel ages and ages ago now, I only really use it to upload / download files for people on forums or IM progs. Im actually surprised more of the links arent broken :) Testshotty wont be needed anymore now anyway, Dani's already got a better one for us in JDRP 1.1
Which brings us neatly back On Topic
sLydE
July 31st, 2004, 03:00 PM
wow, that was like a big circle that chilvence just took us on :)
jls23
July 31st, 2004, 04:34 PM
Oh, yeah I forgot about jDRP for a while. *drinky* Damn, I was hoping I wouldn't remember it until it was out. But I'll bet a lot of us don't have much anymore to say about jDRP, we're all talked out on that topic.
First on 68!
Weenuk
July 31st, 2004, 08:32 PM
The nicest thing about md3 is that the vertex data is truer to what was originally modeled in the 3D program then md2. Open up the HUD rocket launcher in a model program and look at all the out of alignment vertexs. That isn't how Dani's MAX file or whatever looks, but that's as good as md2 gets. Md5 is even more precise (hint hint, lol).
Chilvence
July 31st, 2004, 08:39 PM
Heh, Md5 would be nice, if Skyjake ever wants to try his hand at a skeletal + ragdoll animation system. I like the idea of MD3 though, relatively lightweight, but it can still offer pivoting torsos, independant leg/upper body animations and heads that look at you, if programmed that way. I think it hits the sweet spot, which is probably what it was originally designed to do in Q3.
jls23
July 31st, 2004, 09:30 PM
Obviously Doom uses MD5, but what uses MD4? And, I wonder what will be implemented in Hawthorn... Muahahahahahahahaha hello flying zombie heads. Do you think Slide named it Hawthorn because of Longhorn (Upcoming version of Windows)?
Chilvence
July 31st, 2004, 09:50 PM
Do you think Slide named it Hawthorn because of Longhorn
Heh, you're still not in the picture. Slide is a forum mod and does graphic art. Skyjake is a programmer and makes Doomsday.
Technomancer
July 31st, 2004, 10:18 PM
I never even knew about md5 I must be really out of the loop lately, I used to be attracted to game modding info like flies to shit (maybe bad analogy) but I've never heard of md4 or md5 what uses those?
Chilvence
July 31st, 2004, 10:40 PM
Md5 is id's new toy for Doom 3. I dont know if there even was an MD4, unless it was an internal thing that never saw the light of day. Cant tell you much more than that, best thing is just to google it.
KuriKai
July 31st, 2004, 10:52 PM
edit . . . .
jls23
July 31st, 2004, 11:07 PM
Heh, you're still not in the picture. Slide is a forum mod and does graphic art. Skyjake is a programmer and makes Doomsday.
WHATEVER!!!! I always just assumed they were the same guy. Oh well, live and learn...
I am not as much of a dumbass as you make me out to be, Chilvence.
jls23
July 31st, 2004, 11:09 PM
"MD4 is an earlier version of MD5, an algorithm used to verify data integrity through the creation of a 128-bit message digest from data input (which may be a message of any length) that is claimed to be as unique to that specific data as a fingerprint is to the specific individual. MD4, which was developed by Professor Ronald L. Rivest of MIT, is intended for use with digital signature applications, which require that large files must be compressed by a secure method before being encrypted with a secret key, under a public key cryptosystem. According to the MD5 specification, it is "computationally infeasible" that any two messages that have been input to the MD5 algorithm could have as the output the same message digest, or that a false message could be created through apprehension of the message digest. MD2, an earlier 8-bit version, MD4, and MD5, the latest version, have similar structures, but MD2 was optimized for 8-bit machines, in comparison with the two later formulas, which are optimized for 32-bit machines. The MD5 algorithm is an extension of MD4, which the critical review found to be fast, but possibly not absolutely secure. In comparison, MD5 is not quite as fast as the MD4 algorithm, but offers much more assurance of data security."
Whatever the hell that means. Does anyone know the samrt mannerisms, er I mean wrods in there?
I KIND OF understand Cryptology, about as far as the fact that it is the securing of data using things like code words or variables.
EDIT: ANYONE BUT CHILVENCE REPLY. I do not want to be replied to by negative remarks.
jls23
July 31st, 2004, 11:15 PM
The nicest thing about md3 is that the vertex data is truer to what was originally modeled in the 3D program then md2. Open up the HUD rocket launcher in a model program and look at all the out of alignment vertexs. That isn't how Dani's MAX file or whatever looks, but that's as good as md2 gets. Md5 is even more precise (hint hint, lol).
Dani sure has a nack for making crap seem like the pot 'o gold at the end of the rainbow.
sLydE
August 1st, 2004, 05:28 AM
that md5 that you have there is about checksums. if you download a distro of linux and are ready to burn it, you have to check the md5 checksum, so that you know it's the right and whole package so as not to get errors while installing it. it works with any kind of data i guess, i don't really know, i'm tired, leave me alone! :p
Wicked Anime Kid
August 1st, 2004, 05:54 AM
Lol, i thought i had an MD5 model thingie, but it's for encryption...
Delete this post....
Envid
August 1st, 2004, 06:39 AM
danni, the more i see these guys talk about ur dtrp the more i get anxious.....dont make me hunt u down!!!
DaniJ
August 1st, 2004, 10:22 AM
Yep the two are totally different things. MD4 as a model format never existed outside of ids labs.
MD2 is fine for now while I actually build all the new models. By the time I've got everything I want to do done - it'll be about the time of Hawthorn and it's MD3 support.
Dani sure has a nack for making crap seem like the pot 'o gold at the end of the rainbow.I don't see what you mean by that but the MD2 format CAN provide pretty decent results. And with Doomsdays DMD (an improved version of MD2) the format is even better.
Take for example static objects, there would be ZERO difference if they where saved as MD2 or MD3.
jls23
August 1st, 2004, 01:07 PM
Ahem... Let me word it better. "Dani sure has a nack to turn crap into the best thing that's happened to Old-Skool gaming."
BTW Dani, any word on how the jDRP is coming along? I'm not asking for a date, but a percentage, and/or a rate of bug-squashing/finalizing models.
Technomancer
August 2nd, 2004, 01:51 AM
jls23, just chill out a bit dude, Chilvence is a cool guy, I'm sure there is just a misunderstanding of some kind, no need to rule him off as a respondent on the forums! I'm sure we can all respect what we each have to say, let's try and keep it civil eh?
jls23
August 2nd, 2004, 10:58 AM
Ok, Fine. Sorry for bein' an ass Chiv.
beef1187
August 2nd, 2004, 11:16 AM
jls23, it is becoming obvious that you are spamming just so you can say, "First on page 69!". I'd hate to break it to, but no one cares. It is not an accomplishment to be the first on a page.
Now, lets keep it on topic. So Dani, hows the pack going. *evilol*
jls23
August 2nd, 2004, 12:00 PM
I didn't spam, jackass. there's a difference between editing a message and posting another one. I wrote the message, then noticed I was the first on that page, and I EDITED it, didn't post another one. And I didn't expect anyone to care, I just said it because I FELT LIKE IT. Besides, it was 68 and 66. Do your homework before you make an accusation.
Wicked Anime Kid
August 2nd, 2004, 12:09 PM
Both of you just shut up and leave that stuff behind PERIOD!
No one is trying to spam or whatever, just leave eachother alone.
Now beef1187 and jls23, just listen to what I said and DON'T respond to this post!
jls23
August 2nd, 2004, 12:09 PM
Wow that made me feel like a li'l brat.
WTF is an impse?
IN RESPONSE TO BELOW:
Ok sorry about that. I get carried away a lot.
DaniJ
August 2nd, 2004, 12:10 PM
I'm only going to say it once more but this isn't the place for random spam, can we PLEASE keep on topic.
There is no news yet, nor any release date. I simply don't know how long it will be before it's ready because I don't work a set number of hours on the jDRP each day. Even then it would be impossible to tell.
When there is some news I'll let you know.
jls23
August 2nd, 2004, 12:16 PM
Wait, you never told me; Where exactly is the M_BaronofHell.ded?
Or is that off-topic? I don't think it is, is it?
beef1187
August 2nd, 2004, 12:54 PM
jls23, I was saying that you were starting to spam on Pg. 68 so you could say first on 69. but nevermind. I have nothing against you I was just trying to tell you to stop spamming.
Sounds good Dani. I wasn't pushing for news, just trying to get this back on topic. :)
(Sorry for this spam :P)
Slide
August 2nd, 2004, 01:06 PM
Guess it's time to reiterate the ol' rules-
This thread is for news and discussion about the jDRP, as this is a sticky the rules on saying on topic are far stricter here than in most other threads; basically if you're post has nothing directly to do with the jDRP try finding another more appropriate one or create your own (and if nobody reads/posts to your new thread that might be a indication of the topic not being as interesting as you might think it is).
Also if you feel another user is spamming/abusing the forums, don't bother telling them to stop, simply use the report post button and either me, Dani, Skyjake or another mod will deal with it.
DaniJ
August 2nd, 2004, 01:16 PM
Thanks Slide.
The only reason I've not filtered out the crap from this thread is due to the sheer size of it. Once jDRP1.1 is out I'll be starting a new thread.
jls23
August 2nd, 2004, 01:27 PM
BaronofHell.ded location plz?
BTW it's hard to imagine that in a future jDRP the animations will actually be better. Is it True that it is [/U]possible[U] to make them a bit more "fluent"?
MasterOfPuppets
August 2nd, 2004, 01:39 PM
i'm sure it will be smooth as butter.
Weenuk
August 2nd, 2004, 01:52 PM
Dani sure has a nack for making crap seem like the pot 'o gold at the end of the rainbow.
Well, I wouldn't call his models crap, but yeah he does use what is available the best it can be, I won't argue. JDRP 1.1 is going to be great, I know it. I wanna see those HUD models.....
jls23
August 2nd, 2004, 01:56 PM
I meant MD2 is the crap, his models is the pot 'o gold.
DaniJ
August 2nd, 2004, 03:17 PM
BaronofHell.ded location plz?
It's in the BaronofHell.pk3 inside jDRP.pk3
BTW it's hard to imagine that in a future jDRP the animations will actually be better. Is it True that it is [/U]possible[U] to make them a bit more "fluent"?
Yes it is. Very possible.
Skutarth
August 2nd, 2004, 04:28 PM
Hahaha. There's going to be some forum editing from Slide if you keep going OT like this. That was way off subject from jDRP.
Doom is screwing up again. Can't get Hi-res textures and jDRP running at the same time, yet again. It always works after I defrag, but it stops working when I reset my computer. Go figure.
By the way: the new imp model looks to kick major arse. Can't wait for the next release!
jls23
August 2nd, 2004, 11:33 PM
I don't recall any spam that was recently posted.
Wow I suck. I don't have a jDRP.pk3.
btw skutarth that is on topic.
Skutarth
August 3rd, 2004, 02:53 PM
Read my reason for edit. I was pointing that out and changing some things after I read the posts on page 69. That, and it looks stupid to just delete everything in the post and leave it blank...
jls23
August 3rd, 2004, 07:50 PM
Actually, there is a minor misundersanding on your part. I posted that before your edit.
Where can I find a jDRP.pk3?
That's the stupidest thing I've ever heard. Why isn't there a DELETE function in this forum?
DaniJ
August 3rd, 2004, 08:13 PM
Are you actually using the jDRP?
If not create a new install of Doomsday then goto http://modelyard.newdoom.com and download the jDRP.
Otherwise it should be in your Data/jDoom folder.
jls23
August 3rd, 2004, 08:20 PM
I will try. I AM running jDRP v1.01, and I recently re-installed doomsday, so I SHOULD have it, but I don't.
john2gr
August 4th, 2004, 05:59 PM
After a long time since i last checked this forum i downloaded the new models.Wow Dani,fantastic job mate.Especially the faces are super.As for the new models what can i say,truly amazing.Keep up the good work *turvy*.As for the animation i'm sure it is good as it is now.The only thing i'd like to see is some stencil lights+shadows plus some bump mapping (just like the Tenebrae mod for Quake1) but that has nothing to do with the models.Really looking forward to the new ones :) .
xZAOx
August 4th, 2004, 06:03 PM
Quit teasing us! Do you have an ETA of 1.1?
:)
Xerxes
August 5th, 2004, 09:46 AM
Hey Dani, i need help :D
Of what manner to you to create a transition of skin with the head of the zombiman, I have mark the orders in the file ded but it doesn't function. :(
I have notice that the name of the textures was registered in the file of the md2 but how to make that???
DaniJ
August 5th, 2004, 11:54 AM
Xerves - Open your model in q2m then add a skin in the texture window. The Skin = ""; (used in a ded) should only really be used if you need to add different skins to a model dynamically (as with the skybox).
Currently I'm working on getting DaJuices great Big Tree model down to a decent polycount for realtime rendering:
http://modelyard.newdoom.com/jDRP/ATM.jpg
So far I've got rid of 1.3k polys and I still need to reduce it by at least another 6k polys. Thankfully there is a LOT of room for optimising.
Then I need to unwrap and skin it.
Xerxes
August 5th, 2004, 02:35 PM
Thanks a looooooooooot Dani !!!!!!!!!!!!! :):):):)
Now, i can Finish my work
And the Tree is *jawdrop*
Harry
August 5th, 2004, 02:41 PM
Unwraping and skinning that should be fun ;)
sLydE
August 5th, 2004, 03:34 PM
oooh, oooh, oooh, another jdrp preview pic! I really gotta stop doing that.
Lord Kaizen
August 5th, 2004, 07:46 PM
I never would have believed that Quake 2 model format could look so good. Dani's models look like plain sweatness! *flip* I'm having a feeling though, that my computer isn't going to be able to handle them too well.
Chilvence
August 5th, 2004, 07:59 PM
Gah, please stop dwelling on the format. Its just a data container. DVD's might be the best video format going, but the Life of Brian is still a damn good film even when watched on a VCR.
As for the tree, thats a good call. I can see about 50 different places where you can throw the polies away. Since it appears that you are doing it by hand, the results should look damn fine. Should surprise DaJuice a little when he sees the result :)
Felix
August 5th, 2004, 08:35 PM
damn! looks like path-extruded that sucka (lightwave terminology.. not sure what it called in other packages)
Grimm
August 5th, 2004, 09:18 PM
Heh, you got a long way to go dude. Good luck
DaniJ
August 5th, 2004, 10:21 PM
DaJuice modeled it in Houdini (and boy can you tell when you look at the mesh, the edge loops where FUBAR), he did a great job in capturing it in 3D IMO.
Yep I'm doing it by hand, it's taking a LOT longer but the results should look pretty good. It's currently standing at 7034 polys and I've not had to do anything drastic yet at all. I'm hoping I can get it down to around 3-4k before I have to start making compromises.
I must admit I'm not looking forward to unwrapping this mofo. Still it's gotta be done. Skinning it shouldn't pose much of a problem :)
As of now theres this tree, around 30 skins, 6 or so models (really boring ones :() and 4 animations left to do for jDRP 1.1
Chilvence
August 5th, 2004, 10:25 PM
Where the individual branches sprout, you can probably have their uv coordinates completely out of the way and get away with it easily with a bit of shading. The trunk of the tree is then just a somewhat twisted cylinder.
DaniJ
August 5th, 2004, 10:31 PM
Yeah I'll need to use a few tricks when uv'in it.
Also as a fun little mini project, since I already have the hi poly version I'll be able to start experimenting with normal maps :)
Skutarth
August 6th, 2004, 10:08 AM
But why, Dani? Are normal maps supported yet? I guess it wouldn't hurt to do them now, so you don't have to do them later (when SkyJake adds support)...
jls23
August 6th, 2004, 01:06 PM
Dani, your projects are getting more and more interesting by the minute...
Zedd
August 6th, 2004, 01:48 PM
Just to satisfy my curiosity -- by unwrapping, you mean taking the model and projecting it on a flat surface to skin it?
Chilvence
August 6th, 2004, 01:57 PM
Thats it exactly.
Caden
August 6th, 2004, 03:18 PM
hmm im a newbie at modeling and have only done a few models (from tutorials) i always wondered how to texture it. seems like a big puzzle. do you draw the textures one polly at a time and then put it back together and see if it worked?
DaniJ
August 6th, 2004, 04:02 PM
But why, Dani? Are normal maps supported yet? I guess it wouldn't hurt to do them now, so you don't have to do them later (when SkyJake adds support)...Well the reason is just to learn how to do it. I know roughly what the process entails but I've never actually done it. It's something I'm gonna need to learn anyway if I want to get a job in the industry. If/when skyjake adds normal mapping to Doomsday I want to know what I need to do before hand.
Caden - Unwraping is the process of turning a 3D model into a 2D space so that you can skin it. Imagine breaking down a cardboard box with out tearing it till you get a flat piece of cardboard. That way you can paint it easier.
I'm bored of that tree atm (now down to 6034 polys) so I've gone back to skining the new computer map.
Caden
August 6th, 2004, 04:08 PM
yea i knew that, but how do you know if its going to all fit together when its back together or which part is which? i know you only have to do half and the other side duplicates it. Anyways better get on topic before slide finds out.
DaniJ
August 6th, 2004, 04:38 PM
Heh. You are on topic, we're talking about how I unwrap the models in the jDRP;)
There is not automatic mirroring, you decide when you create your uv's which parts you want mirroring.
When you unwrap a model you save a set of coordinates into the model of 2D polygons, where each polgon in 3D space relates to one of your 2D ones. Once you've unwrapped it you don't need to put it back together again, that is what Doomsday does at render time from the info stored in the model.
Caden
August 6th, 2004, 04:40 PM
ahhh thanks Dani, id love to become a modeler, unfortunatly i dont have much patience. (i tried following a tutorial for g max, got pissed and streached the hell out of the guy's face) You make it seem easier than it is.
MasterOfPuppets
August 6th, 2004, 05:11 PM
i tried following a tutorial for g max, got pissed and streached the hell out of the guy's facelol, i've been there! just makes Dani's work all the more impressive to me.
Caden
August 6th, 2004, 05:40 PM
yea i know, we need to sit down all those people that complain about graphics and make them draw a model, skin it, animate it, and make it run right in game.
Lord Kaizen
August 6th, 2004, 05:57 PM
Gah, please stop dwelling on the format. Its just a data container. DVD's might be the best video format going, but the Life of Brian is still a damn good film even when watched on a VCR.
So nothing really would be gained by using MD3 format?
Dani, just curious.... Does the modelling program you're using allow you to import images to be used as a template? Make a copy of one of the original sprites, blow it up, import it and use it to get the proportions accurate?
Caden
August 6th, 2004, 06:18 PM
yea hes using 3ds max, and you can import a pic and put it as the background and use that to draw/copy from. one of my tutorials covered it, but i got pissed off agian and well, we know that story. Blowing up the sprite would distort it horribly id think
DaniJ
August 6th, 2004, 06:19 PM
So nothing really would be gained by using MD3 format?
Yes and no. Animated models will look better because of the higher fidelity of the format. Have you ever noticed the vertex 'swimming' that affects the HUD chaingun?
Other than that the only benefit is model tags (for instance the Doom player models legs could be animated seperately from his body so it would allow me to get rid of the silly looking sliding he does when firing. Other benefits would be that with a little help from skyjake monsters could actually look in your direction). There are other benefits but those are the main ones. Having md3 isn't going to change anything radically (appart from animation).Dani, just curious.... Does the modelling program you're using allow you to import images to be used as a template?Yes it does but sprites are little use for that purpose. What I do is create orthographic projection templates for the complicated stuff, the rest I just model "free hand" cos it's quicker.
doominsanity
August 6th, 2004, 08:25 PM
Dude, your models are magnificent! I get a lot of enjoyment out of them. while I'm on the subject, have you thought about reworking the Cyber Demon possibly making the waistline a little smaller and the upper quadriceps a little longer and thicker? The mechanical leg in the frontal pose looks a little cocked eyed.
This is only my opinion. *wave*
Chilvence
August 6th, 2004, 09:37 PM
Dani didnt make any of the monster models, so technically, we dont even know what hes going to do for them. I'm certainly looking forward to it.
MasterOfPuppets
August 7th, 2004, 02:23 AM
can't forget the benifets of shaders that would come with MD3 support, right?
Chilvence
August 7th, 2004, 02:27 AM
Nah shaders are a different entity altogether. They can be applied to any model format if you code them into the game and make a definition format for them.
DaniJ
August 7th, 2004, 03:21 AM
Shaders will bring a lot more to the table than MD3. MD3 will allow for more accuracy and all but shaders will effect everything. Any polygon in the game can have a shader applied, so we could have a metal shader on the big doors, pulsing lights and even flexing moving gore.
doominsanity
August 7th, 2004, 07:28 AM
----------
jls23
August 7th, 2004, 09:53 PM
Hey Dani that thing with the baronofhell.ded thing didn't work.
sLydE
August 8th, 2004, 06:53 AM
how about some fun while we wait for the jdrp? Was just taking a stroll around E1M1 today, and noticed that we have some talent on our hands:
http://www.stroz.net/images/jdrpscreen1.jpg
http://www.stroz.net/images/jdrpscreen2.jpg
http://www.stroz.net/images/jdrpscreen3.jpg
The Amazing Balancing Zombie! hehe, i just thought it was funny. obviously, i respect all the work being done to this project, so don't take this as a jeer. it's all good :)
Caden
August 8th, 2004, 09:12 AM
ummm yea, why is that funny? :S
The Amazing Balancing Zombie! hehe, i just thought it was funny. obviously, i respect all the work being done to this project, so don't take this as a jeer. it's all good
Its not dani's fault it does that doomsday doesnt support ragdoll.
sLydE
August 8th, 2004, 09:44 AM
like i said, i'm not making fun of it, i just thought it was humurous, i think dani/skyjake are doing a great job, much better than i could. i just think it's funny to see things like this. once again, i'm not bashing any part of this, just finding the humour. sorry, i did not mean to offend anyone
deus-ex
August 8th, 2004, 10:25 AM
doublepost *wacky*
deus-ex
August 8th, 2004, 10:26 AM
The Amazing Balancing Zombie!
LOL! :D
Are there still tickets available for his tour?
Regards, deus-ex.
DaniJ
August 8th, 2004, 11:58 AM
Heh. You could try turning corpse sliding on, that generally makes them fall down to the bottom of the stairs but it still looks weird.
Maybe one day we'll have ragdoll.
Master Toddy
August 8th, 2004, 04:20 PM
Maybe one day we'll have ragdoll.
Yeah, by the time Doom 10 comes out...... *roflmao*
jls23
August 8th, 2004, 04:31 PM
That will be about the time hl2 comes out :D
But Dani that trick to make the baron tall didn't work.
BTW I thought we were still on 69 lol
Caden
August 8th, 2004, 04:39 PM
Dont get your hopes up jls23 i dont think half life 2 will becomeing out that soon. Maybe when dukenukem forever is out half life 2 might see the light of day.
EDIT:
Dani, on the topic of unwraping i found a program in the fourms: http://www.unwrap3d.com/
i dont know if you could use it or not just thought you might want it.
Master Toddy
August 10th, 2004, 08:24 AM
Maybe when dukenukem forever is out half life 2 might see the light of day.
It's coming out? This is news to me....where didyou get your info? *bliss*
Caden
August 10th, 2004, 08:42 AM
I built a time machine and traveled 25 years into the future. there 3D Realms announced it would be realeased in a few more decades.
jls23
August 10th, 2004, 11:48 AM
Nothing worng here slide, no, you don't need to intervene. We're all on topic here.
Do any of you think that reloading will one day be available, or maybe things like looking down and seeing your legs?
Felix
August 10th, 2004, 04:54 PM
seeing that relading is not a part of Doom gameplay, I'd put a ball park estimate at never as for seeing your own legs.. theres an interesting one.. it may have to be a dirty hack until doomsday 2
DaniJ
August 10th, 2004, 05:51 PM
Seeing your own legs would be possible but I doubt we'll see that in 1.8.x since Skyjake really wants to move onto 2.0 now. They'd obviously also need modeling but it's an idea for the future anyway.
BTW Thanks to Skyjake you can now download the jDRP1.01 from the deng project at SourceForge.
KuriKai
August 10th, 2004, 06:07 PM
that good news. No more telling people they have a old model pack and if they want the new one to do a fresh install :)
jls23
August 10th, 2004, 10:18 PM
Reloading was just a random thing, but I was serious about the other one. But I hope someday someone will add crouching like in that Fake3D thing that noone can download because of a bad link.
Felix
August 10th, 2004, 11:50 PM
you just dont get it do you.. crouching alters gameplay, reloading alters gameplay.. if you want these go play Halo
DaniJ
August 10th, 2004, 11:57 PM
Despite that fact, crouching would be totally useless in Doom.
But Dani that trick to make the baron tall didn't work.
Well, it should have. You'll just have to wait for jDRP1.1
jls23
August 11th, 2004, 12:18 AM
I hate it when people call me stupid , felix. Reloading was just a random thought, and crouching I thought might be kind of cool if you can't dodge an imp's fireball in a narrow corridor.
DaniJ
August 11th, 2004, 02:16 AM
Your not supposed to be able to dodge it under those circumstances. I see no harm in adding it but I personally wouldn't use it unless the level I'm playing is designed for it. Same as jumping. I never jump unless it's to save time when back tracking because the monster AI was never written with that in mind.
Caden
August 11th, 2004, 02:34 AM
you just dont get it do you.. crouching alters gameplay, reloading alters gameplay.. if you want these go play Halo
~~~~~~~~~
I always hate the "Pure Doom" thinking. We have the ability, why not? You can always turn it off like jumping. If you want the old doom, dont play doomsday it has many features that change the game. Why should we not progress im sure they would have done it if they could have at the time. last i checked a pistol can not hold 300 bullets in one magazine.
Jaquboss
August 11th, 2004, 03:26 AM
coruching will be nice i saw it in koraxmod or in some older jdoombc , don´t know if they have added new sprites/models for it.
Wicked Anime Kid
August 11th, 2004, 03:44 AM
With the jDoomBC there was just a small alteration in the code to make the player do a "fake" crouch since when you crouched an imp could actually hit you when the fireball was supposed to fly over you.
Hence it's fake
Xerxes
August 11th, 2004, 05:38 AM
coruching will be nice i saw it in koraxmod or in some older jdoombc , don´t know if they have added new sprites/models for it.
No, the jDoomBC have not a crouch sprite :(
Jaquboss
August 11th, 2004, 05:44 AM
Is there newer jdoomBC version working with DENG 1.8.1?
DaniJ
August 11th, 2004, 05:45 AM
Either way, crouch would not be a jDRP feature. It would be either a modification to jDoom.dll or a seperate mod/TC. Stuff like that has no place in the jDRP.
Caden
August 11th, 2004, 10:15 AM
I think crosshairs the get bigger as you fire (like counter strike) never understood how he coul shoot 600 shots with the chain gun and have no recoil
jls23
August 11th, 2004, 10:48 AM
Maybe being able to shoot rockets and stuff like that out of the air like in ss
BTW Dani have you upgraded projectiles at all?
DaniJ
August 11th, 2004, 11:12 AM
Maybe being able to shoot rockets and stuff like that out of the air like in ssThat would ruin deathmatch. The weapon balance is perfect in Doom. Considering how slow the rockets are in Doom it would make them rather useless in a lot of circumstances.
The jDRP is NOT about changing the behaviour of Doom. If you want that then get yourself a mod or TC.
BTW Dani have you upgraded projectiles at all?Yep all of them have had a graphical overhaul.
Jimi
August 11th, 2004, 11:17 AM
With the jDoomBC there was just a small alteration in the code to make the player do a "fake" crouch since when you crouched an imp could actually hit you when the fireball was supposed to fly over you.
Hence it's fake
It wasn't that much a fake crouch... Only fake in it was that there was no crouching frames. Though in the first crouch mod, there was something "funny" with monster aiming at a crouched player. The missile was spawned in the floor level. In the latest version they will just aim lower and the missile is spawned from the normal height.
EazyCheeze
August 11th, 2004, 01:49 PM
Can you all blame me for not wanting to read the whole dang thread? ;) Anyway, an awesome job on this, Dani. The overall BEST model/particle pack, and no lie. With this combined with the JDTP files... whoooooooooooo my mind is blown.
Anyway some things I noticed, is that the shotgun dropped by enemies is still the sprite shotgun, not the nice rotatey one that is not dropped by enemies. And I LOVE the idle movements of the plasma rifle; when are you going to do that with all the weapons? That'd be SWEET.
Grimm
August 11th, 2004, 04:41 PM
The shots already spread all over the place when you hold it down.
EazyCheeze
August 11th, 2004, 06:12 PM
No, the plasma rifle is pretty accurate like the original was. I'm just talking about the ambient swaying back and forth. It doesn't do anything to the accuracy. But the shotgun sprite is still there, I found that they also show up where the shotguns are in the level (instead of the model). There's also a missing texture from the JDTP, a computer wall and a gray "coat-hanger symbol" from DOOM1, but that's beyond the scope of this thread ;)
KuriKai
August 11th, 2004, 07:08 PM
the doomguy 3d model has crouching frames, i dont know if the ded does thoe.
Felix
August 12th, 2004, 12:18 AM
Jls, I never said you were stupid, I just felt the need to point out that the jDRP isnt about gameplay changes.. thats where the XG & Ded editing people like Jow come in.. yes crouching and reloading would be cool, in a mod... btw, where is Jow? haven't seem him round here in a while
MasterOfPuppets
August 12th, 2004, 01:40 AM
check doom republic. or doom3.co.uk or whatever it is now
Caden
August 12th, 2004, 12:17 PM
The jDRP is NOT about changing the behaviour of Doom. If you want that then get yourself a mod or TC.
~~~~~~~~~~~
Then why is there a jump option?
jls23
August 12th, 2004, 12:20 PM
Not jDRP, me thinks. Me thinks that was skyjake.
Jaquboss
August 12th, 2004, 01:23 PM
Please! Make lightsources df_dim!!
I must rework it now.... I don´t like fullbrigt models...
DaniJ
August 12th, 2004, 02:07 PM
Please! Make lightsources df_dim!!Already done for 1.1 :)
DJ Seanathen
August 12th, 2004, 03:58 PM
ok...
i downloaded the resource pack. and all that is inside of it is the .ded file and the .pk3 file.
the read me tells me that there should be 2 more files.
anyone got any ideas?
oh, and i can't download it from the main site, because for some reason my computer will not open ftp stuff.
Caden
August 12th, 2004, 04:02 PM
Not jDRP, me thinks. Me thinks that was skyjake.
~~~~~~~
Yes, But reloading and crouching have to do with skyjake too, and modeling. By the way dani, did you make a jump animation for the marine?
Chilvence
August 12th, 2004, 04:05 PM
Yeah, fourwinds is a bit stroppy, I actually have to use a proper ftp client to get into it most of the time, at the moment I cant get into it at all. Anyway, the extra file that you havent got is probably the ksa profile. Copy this into a text doc and name is JDRP.ksa (make sure the extension is right, encase the filename in quotes to make sure)
[Addon]
Name=jDoom Resource Pack ( jDRP )
Profiles_To_Apply=sharedoom doom doom2 plut tnt
Command_Line=*data\jDoom\jDRP.pk3
Ded_List=defs\jdoom\jDRP.ded
Wad_List=
Runtime_Folder=
Definitions_Folder=
Doomsday=
DLL=
Do_not_use_standard_definitions=0
Class=fulladdon
Conflicts=fxfireballs rockettrail boomsday particles
Story=jDoom Resource Pack\n=================================== 1.01\n \nThis is a full addon pack for jDoom, it contains a full set of models/particle fx/lights plus more.\nIf you want to deactivate any part of this pack do so via the Model Options screen.\nFor further information on customising the jDRP, either check your doomsday/docs folder for jDRPReadme.txt or visit the projects homepage.\n\nThanks for using the jDRP, if you have any comments/suggestions you can contact me\n\nDani J\nhttp://modelyard.newdoom.com/
Then dump it in your doomsday folder. With the JDRP.pk3 in data/jdoom and the JDRP.ded in defs/jdoom , you should now have a checkbox in the kickstart addons tab to enable it. If this sounds confusing, its because the place you got it from was mainly intended for the benefit of linux users, who neither have a fully finished version of kicks nor can use the windows installers.
DJ Seanathen
August 12th, 2004, 04:25 PM
thank you very very much chilvence!
hurleybird
August 12th, 2004, 06:38 PM
Hey Dani, have you ever tried silo (http://nevercenter.com/index.php/Home/491)? Rantz (the lead designer from quicksilver) said he's now doing all of his modelling (but not the texturing) in silo (he used to make his models in max), and he can get it a mesh done 4x faster and his work is more optimized as well.
Theres a free 17-day trial, an education edition, and the full product is a measley $109!
jls23
August 12th, 2004, 07:10 PM
"Measley" $109?
Chilvence
August 12th, 2004, 07:24 PM
For a fully featured modelling tool, thats peanuts, believe me.
Envid
August 12th, 2004, 08:06 PM
compared to a 5-7k 3d modeling program it is definitley peanuts. Check out maya on ebay at a discount rate....stuff isnt cheap.
hurleybird
August 12th, 2004, 08:36 PM
I seriousley think that anyone here interested in modelling should try silo. Its pretty much only a mesh tool, and not a texturing tool, but is probably the fastest and most powerfull at what it does.
Here are some examples of it in action:
http://www.silo3d.com/Downloads/Videos/soft_selection.zip
http://www.silo3d.com/Downloads/Videos/manipulator_buttons.zip
http://www.silo3d.com/Downloads/Videos/creases.zip
jls23
August 12th, 2004, 10:27 PM
Still seems a bit steep, unles you're a DeVos or something like that
EDIT: Very interesting. I think I will put in for summer classes on modelling next year.
BTW I already have Maya. Which is more efficient?
hurleybird
August 13th, 2004, 07:19 AM
Maya is better at texturing. For making meshes, I think Silo may be the most efficient program around right now.
jls23
August 14th, 2004, 04:34 PM
Hey Dani you have any experience with MD5? And do you know if it would be possible for skyjake to support md5 instead of md3 in hawthorn, or is something restricting that?
Envid
August 14th, 2004, 06:34 PM
ANYTHING IS BETTER THAN MD2.....but ive come to respect the format now i know how to work with it.... i still think it is less than acurate in the animations
draconx
August 14th, 2004, 08:04 PM
is md5 doom3's model format? If so i would have expected carmack to pick a better name for it, its gonna get confused with the ultra-common 128-bit hash algorithm a LOT
Tyberious
August 14th, 2004, 09:16 PM
I respect MD2 now since I seen dani's work... Nuff said!
jls23
August 14th, 2004, 09:37 PM
Yes md5 is the doom3 model format. I repeat myself: is it possible for syjake to add support for it in hawthorn?
BTW what do you expect from carmack? He's a kind of no-shit guy that isn't going to name something TOTALLY different from it's predecessor, so don't expect anything like Holy-Shit-this-is-the-best-modelling-format-ever. HSTBMFE 1 or 6 or whatever.
Caden
August 14th, 2004, 10:06 PM
I repeat myself: is it possible for syjake to add support for it in hawthorn?
~~~~
Why would we need it? it wont make the models andy better, than can only be as good as the modeler makes them. its just the format it saves it in, it doesnt actually change the model.
jls23
August 14th, 2004, 10:11 PM
What about animations? MD3 is a big goal because of the animations. It allows your upper body to move without your lower body. Who knows what md5 allows?
Caden
August 14th, 2004, 10:27 PM
What about animations? MD3 is a big goal because of the animations. It allows your upper body to move without your lower body. Who knows what md5 allows?
~~~~~
ah yea i forgot about that, but that has to do more with the engine than the format. what i meant is that haveing it saved as md5 wont make the model look better. i dont think there is any programs to export a 3ds max file to md5 though.
Tyberious
August 15th, 2004, 01:11 AM
anything is possible but since most people's config is around the Pentium III/radeon 9000Pro range it would tank on their systems so we have to wait for everyone to slowly upgrade (the industry is slowly forcing the ugrade on us.) Remember, anything is possible, we just have to wait for that possability to present its self.
jls23
August 15th, 2004, 09:06 AM
What they have to realize is not everyone is going to upgrade, and they can't sit around waiting for them to do that. Lower the prices and move on, that's how it should be.
DaniJ
August 15th, 2004, 11:14 AM
Progress aint gonna stop because some people won't upgrade. It may be annoying for those who can't afford it but there are many more people who will happily spend £1k on new equipment every year.
Hey Dani you have any experience with MD5? ... I repeat myself: is it possible for syjake to add support for it in hawthorn?I don't have any experience with MD5 but I'll learn, it can't be much different than working in most other formats. Technically it's possible for it to be coded into Doomsday yes but you have to consider much more than if it's just possible to do it. When you ask for MD5 support what are you actually asking for? Normal maps can be used with any model format, same as specular/lumi whatever maps. For instance normal mapping can be done very effectively with MD3 models. As Chiv, myself and others have said before - it's just a data format and won't instantly make things look better. For instance moving the lower and upper body of a character independantly has to be coded in the engine, it's got very little todo with the data format. Another problem is the lighting, for normal maps to work correctly and look good you require per pixel lighting. Thing is you can't do per pixel lighting on the models and not on the scenery otherwise it'll not look right.
I'm excited about the prospects of Hawthorn but I don't know any more than anyone else about it. I've read all the info and the design doc Skyjake has released and reading between the lines it sounds very interesting indeed.
BTW I got my copy of Doom3 in the post yesterday :) So don't expect to see me around here much for a couple of days...
Psychopath666
August 15th, 2004, 11:27 AM
Enjoy Doom 3! ITs great!
Caden
August 15th, 2004, 11:44 AM
Enjoy Doom 3! ITs great!
~~~~
Well i wouldnt say great, but i do love that plasma rifle :D if only the canisters would pop out on the ground...
jls23
August 15th, 2004, 05:35 PM
It's a great game, the best one, but I nonetheless see a lot of room for improvement.
lord-noctrun
August 16th, 2004, 08:13 AM
What about animations? MD3 is a big goal because of the animations. It allows your upper body to move without your lower body. Who knows what md5 allows?
~~~~~
ah yea i forgot about that, but that has to do more with the engine than the format. what i meant is that haveing it saved as md5 wont make the model look better. i dont think there is any programs to export a 3ds max file to md5 though.
well, md5 is a skeletal animation format, so it is ultimatly better than the multible md3 with tags aproach, when this was first broad up, doom3 was not to be released for years so go md3, but now that doom3 is out and md5 is available why not go skeletal animation now? I don't know how far skyjake is with hawthorn but the only disadvantage is that the md5 format is somewhat undocumented while md3 is already in various gpled engines/programms so the question is what is going to take longer, adding md3 support and then adding a skeltal animation format later is going to take longer than only adding one format, also additions to the animation code have to come with both formats, at least if you go multipart md3
anything is possible but since most people's config is around the Pentium III/radeon 9000Pro range it would tank on their systems so we have to wait for everyone to slowly upgrade (the industry is slowly forcing the ugrade on us.) Remember, anything is possible, we just have to wait for that possability to present its self.
sorry but I don't see the problem, just because the doom3 render takes a model and renders it useing all this special effects/lighting, doesn't mean anything to the model format, it still takes 12 polies to model a simple cube using md5, I sure nobody is able to see a different if the same (unanimated) model is md2 or md5
Tyberious
August 16th, 2004, 10:44 AM
now how many people run doom ]|[ pushing tin with a 500Mhz pentium 3 and a Geforce 2 MX? Not very many since it would induce a b*tch session about how laggy it is. I still think everyone needs to gradually upgrade first before we can put in the better quality features such as pixil and vertex shader capable programs in doomsday. I am not saying we shouldn't do it, im just saying those who are on the lower end of gaming would ended up begging the short end of the stick so to speak. I think we should atleast accomodate for them.
sLydE
August 16th, 2004, 11:48 AM
i'm thinking that unless skyjake has the hardware to get it done, it's not going to be done anytime soon.
lord-noctrun
August 16th, 2004, 11:52 AM
now how many people run doom ]|[ pushing tin with a 500Mhz pentium 3 and a Geforce 2 MX? Not very many since it would induce a b*tch session about how laggy it is. I still think everyone needs to gradually upgrade first before we can put in the better quality features such as pixil and vertex shader capable programs in doomsday. I am not saying we shouldn't do it, im just saying those who are on the lower end of gaming would ended up begging the short end of the stick so to speak. I think we should atleast accomodate for them.
ahm, noboby is talking about pixel and vertex shaders here, it's a goddamn model format, just information about a few points and polygons and how they are moved, it has nothing to do with the renderer (expect that it has to display the info), the skin is not even part of it, nobody said add all the fancy doom3renderer features to doomsday
i'm thinking that unless skyjake has the hardware to get it done, it's not going to be done anytime soon.
I could play doomsday with md5s on my dads amd k6 400 w/64 mb ram and a nvidia tnt2 32mb like I could play doomsday now with md2s, I get the feeling some people don't know what a model format is...
sLydE
August 16th, 2004, 12:27 PM
i wasn't talking about the model formats though, i was thinking about the per-pixel lighting/shading, etc.
Wicked Anime Kid
August 16th, 2004, 12:30 PM
Woah big discussion about models...
Anyway, I'd say md3 would be best for doomsday to enhance the quality of a model by seperating them into several pieces and mending them together in the game (from what i've gathered md5 is like md2, 1 model but only with some different things to it).
lord-noctrun
August 16th, 2004, 01:12 PM
Anyway, I'd say md3 would be best for doomsday to enhance the quality of a model by seperating them into several pieces and mending them together in the game (from what i've gathered md5 is like md2, 1 model but only with some different things to it).
well you don't need serperate models if you have skeletal animation, since you can animate bones of that skeleton seperatly, no need to split the model in pieces. I don't think you can compare md2s with md5s at all since skeltal animation is superior to frame based animation
i wasn't talking about the model formats though, i was thinking about the per-pixel lighting/shading, etc.
yeah I know, but it read like you were talking about them in a dicussion about them
Caden
August 16th, 2004, 03:51 PM
It doesnt matter what format we can use if dani cant use it
DaniJ
August 16th, 2004, 05:35 PM
It doesnt matter what format we can use if dani cant use it
Well whatever format Skyjake implements in Hawthorn I'll learn to adapt to it.
Some news regarding the HUD weapons for jDRP1.1:
Thanks to a very usefull chat with Abbs we have come up with a way to drastically reduce the amount of vertex swimming with md2 models. In a nut shell it envolves seperating any non connected geometry into independant models. The only restriction is the number of sub-models Doomsday can use per definition (currently 8). So for instance the top three barrels and the hubs of the HUD-Chaingun could be seperated into individual models. This will mean that the any swimming will only occur on the those areas that aren't onscreen for very long. It's not an ideal solution by any means but it'll help.
The reason it works is because the compresion matrix (used when saving a model to the md2 format) can be created with better optimisation if a model is a single continuous mesh.
Doom3 is amazing. I'm having a great time playing it. I simply love the look, it's very inspiring.
/me toddles off back to Alpha Labs :)
Lord Kaizen
August 16th, 2004, 07:20 PM
Hey Dani,
I noticed the imp's fireballs look better with the 3D models turned off. The 3D fireball looks kinda ugly sitting in the middle of the partitles when it's coming toward you. Could you rig so that the imp's fireballs are composed only of particles?
jls23
August 16th, 2004, 08:08 PM
Yea dani release a preview of the imp's fireball so we can see if it's better than particles or not.
Tyberious
August 17th, 2004, 01:16 AM
what is this "swimming" you speak of? I have never heard or seen it, could someone kindly supply a screenshot? (mind you I haven't played doonsday in a long time since my card died so I may have missed something.)
lord-noctrun
August 17th, 2004, 04:13 AM
what is this "swimming" you speak of? I have never heard or seen it, could someone kindly supply a screenshot? (mind you I haven't played doonsday in a long time since my card died so I may have missed something.)
http://swtc.telefragged.com/priv/page2.html
compare the difference of the head breathing animation left is the model in the modeling programm and on the right is the same animation after the model was exported to md2
Wicked Anime Kid
August 17th, 2004, 05:01 AM
That kind of swimming, Kingpin had alot of swimming in it's models
jls23
August 17th, 2004, 11:33 AM
All md2-based games have that swim except for doomsday and half-life. Or did hl use md1?
Xerxes
August 17th, 2004, 12:11 PM
Half life used the md2 system ??? *bug*
DaniJ
August 17th, 2004, 12:25 PM
Halflife used MDL. Basically a tweaked version of MD2 but with skeletal animation.
Ravey
August 17th, 2004, 03:23 PM
Hmmm... Interesting. Well, jDRP 1.1 is quite high up in my hyped list. Just by looking through this thread, i've found out alot about it that I didn't know before. The facial animation was one thing I was thinking of and it seems like that's going in. I'm just wondering how many new character models will be implemented in 1.1...
It's nice to see how far Doom has come, I don't think IDs would've expected it to come as far as it has and it's still going. And with the new models, I think a "chasecam" mode would look great.
Technomancer
August 18th, 2004, 12:29 AM
I would really like to see both MD5 models and Per pixel shading and such in Doomsday, it might b a pipe dream but it's a good one! Also, on the note of hardware upgrading, I don't think that there are very many people out there who run systems under a GHz these days, 1.6 GHz and 512 megs of DDR 400 is pretty standard these days!
lord-noctrun
August 18th, 2004, 12:38 AM
Halflife used MDL. Basically a tweaked version of MD2 but with skeletal animation.
sorry but halflife mdl is skeletal animation forced into the quake1 mdl format, the only thing in halflife taken out of quake2 is the netcode
Unikat2k4
August 18th, 2004, 03:53 AM
hi,
i am a little confused about that shiny textures issue...cause i notices some strange things with my Radeon 9600XT (latest drivers)
1) with the openGL-renderer the shiny effects of the jDRP models are not visible, but after switching to the directx-renderer it works
2) while playing jheretic in openGL-mode i noticed, that the shiny effect on cains crossbow works fine
does anybody know why i works with the crossbow, but not with the jDRP models ?
Tyberious
August 18th, 2004, 06:24 AM
there are plenty of people running less then a gig cpy and still have 256MB of ram under their belts, mind you its most likely PC100/133 or PC2100. I could name a few people on thsi forum, a lot of people in my area and them some. Just because its standard doesn't mean everyone is running it, and just because something is standard doesn't mean its fast. For all we know the standard vid card could be a Geforce 2 MX or a geforce 4 MX. Some of us are very privilaged to run seemingly Godly hardware with oodles of features and speed to pull and others are between low end slow a$$ hardware and the best money could buy Hince: the mainstream sector. THere is also a nitch between that called the upper mainstream/high end mainstream. But we have to find out of the majority will sppport the features needed, if its a demand, and if everyone can run it with decient speed on decient quality. Its a very good idea, most likely reserved for the future which by then hopefully most will have already upgraded.
vBulletin® v3.8.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.