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hurleybird
September 13th, 2004, 03:17 PM
keep the rings!

because of 3 reasons...

1: 360 polies in NOTHING

2: They look better (duh), and they will look a lot better in game, a static picture doesent do the difference justice IMO. An extreme example of this is running around in a circle around (and facing) a barrel.

3: you can have as many LODs as you want... just have the rings for ultra close distances. I mean, its not like every barrel is going to be at LOD 0. Just add an extra LOD, and problem solved.

sheesh...

Envid
September 13th, 2004, 04:15 PM
seriously guys....ull have more of a resource damper on the imp fireball's dynamic light than that barrel's poly count.

KuriKai
September 13th, 2004, 04:20 PM
You guys have a good point. Might aswell have the rings then

Lord Kaizen
September 13th, 2004, 04:41 PM
Oh my god! Wha....what have I done? Oh God! I've created a monster! *shocked*

I agree with Kresha, that the barrels would be stainless steel. There really wouldn't be any need for there to be more than one skin, then.

jls23
September 13th, 2004, 06:01 PM
No shininess. The latest shiny skins have caused problems when you activated "Shiny" textures. They would be blank light-blue skins. Besides, the shiny skins look real plasticy.

Mr. Chris
September 13th, 2004, 06:03 PM
The quick ring hackjob looks good, and I love the skin as usual....Dani's the DooM skinning expert! :D

Quick Q Dani: How many different objects (besides the zombies and imps) will have random skins?

Caden
September 13th, 2004, 07:32 PM
About the stainless barrels:
Dani said there would be random skins, why not a new looking barrel skin along with the old one? People dont take care of toxic waste, theres bound to be some old barrels on a space station where there are no laws.

Lord Kaizen
September 13th, 2004, 08:03 PM
Ooooh, I have an idea. *idea* There needs to be some ambient sounds in Doom. Dani, would it be possible to give objects sound effects?

*cool* For instance:

flaming barrel - fire crackling sound
torches - softer fire crackling sound
tech lamps - florescent buzzing noise
heart pillar - creepy heartbeat sound
impaled wiggling guy - sounds like the dude is in serious agony *bug*

jls23
September 13th, 2004, 08:11 PM
Actually, kaizen, Grade A idea!

OK, I'm off to bed. Got to go somewheres tomorrow. 'Night.

Bozar
September 14th, 2004, 04:03 AM
About the barrels:
If you're unsure about the rings, then you could release a hi-poly version for us with beefier computers. Then everyone should be happy.

Deathmonkey7
September 14th, 2004, 05:50 AM
I think we should stick with the rings.. and as for the skins, I think they could do without the part where it screws together and could use some more contrast.

Besli
September 14th, 2004, 05:54 AM
It's 18 sided. I really wanted the rims to be modelled, it's only another 36 polys but it makes it look 100 times better IMO. I really dislike seeing models with zero width.

I did a quick hack job of a barrel with rings for you to compare:
http://modelyard.newdoom.com/jDRP/BarrelCompare.jpg
Is it worth practically trippling the poly count just to give the silhouette a better shape?
Most people prefer the first one, I prefer the second one!!
Maybe you can release both, so the people can choose which one they will use!
The think the barrel should hardened like metal not like plastic!
Great Work DaniJ!!

Chilvence
September 14th, 2004, 07:10 AM
Wait a minute, isnt this what the modular design of the JDRP was made for?

DaniJ
September 14th, 2004, 09:40 AM
Oh my god, two pages plus of barrel discussion, thats what I like to see :)

Ok the barrels will be metal, I think we'ved decided on that. The skin will get more contrast, and I'll thicken up the nukage around the rim.

As for the rings, I'll do a second version with the modelled rings, and include it with the jDRP. It'll become an option (-hipoly or something from the command line or Kickstart) it's not that much more work.

BTW Besli - I'm still optimising your Big Tree, I've got it down to 5200 so far and theres still plenty of places left to be done.


jDRP Status Report:
The release of jDRP 1.1 is now much closer since I've had time during my recent holiday to get a lot of the outstanding work done. In fact pretty much everything is in place and all that remains is the finalising of artwork and the implementation of the pack itself.

That means it's almost time to start beta testing. It will be a closed beta test, unlike the public beta testing for jDRP 1.0. Over the next few days I will be sending email invitations to selected members of the community who I think would be useful beta testers. By no means should anyone feel obligated to help. Full details will be enclosed in the email and the first beta should be in your hands in roughly a weeks time.

Here's hoping the beta testing will come and go without major problems.

01kay
September 14th, 2004, 09:54 AM
Hello All,

Sorry to go off topic but I'm having problems installing the jDRP files, I've tried placing the jDRP.pk3 and jDRP.ded into there "Auto" folders but nothing happens, I've also tried entering there activation into the .bat file I'm using, I've tried using the textures in Kickstart and I haven't had any problems, but I dislike using it, any surggestions would be appreicated...

- 01kay

Midnight
September 14th, 2004, 12:41 PM
It would be best to have it install with the installer. From there if you use the launcher you should have JDRP 1.01 in your ADDON list for doom, D2, DP, and DT.

jls23
September 14th, 2004, 12:43 PM
About the barrels:
If you're unsure about the rings, then you could release a hi-poly version for us with beefier computers. Then everyone should be happy.

That was my idea, dammit!

Hello All,

Sorry to go off topic but I'm having problems installing the jDRP files, I've tried placing the jDRP.pk3 and jDRP.ded into there "Auto" folders but nothing happens, I've also tried entering there activation into the .bat file I'm using, I've tried using the textures in Kickstart and I haven't had any problems, but I dislike using it, any surggestions would be appreicated...

- 01kay

Actually, that was on-topic. We were off-topic.

Just install jDRP. No modifications to the locations. If that doesn't work, re-install D-Day.

deus-ex
September 14th, 2004, 12:50 PM
Oh my god, two pages plus of barrel discussion, thats what I like to see :)
And we have'nt discussed yet, what Liquids the barrel holds inside. *rofl*

Regards, deus-ex.

jls23
September 14th, 2004, 12:58 PM
We don't have to. It's toxic waste, duh.

xtremeneo10
September 14th, 2004, 02:24 PM
Its ovious toxic waste. If it wasn't toxic waste well then why would the have a nuclear plant in one of the maps on doom I???huh??huh??? *flip* and why not keep it green if your doing a remake of the original sprite ID used?? *bliss*

Caden
September 14th, 2004, 02:35 PM
Oh my god, two pages plus of barrel discussion, thats what I like to see :)

Ok the barrels will be metal, I think we'ved decided on that. The skin will get more contrast, and I'll thicken up the nukage around the rim.

As for the rings, I'll do a second version with the modelled rings, and include it with the jDRP. It'll become an option (-hipoly or something from the command line or Kickstart) it's not that much more work.

BTW Besli - I'm still optimising your Big Tree, I've got it down to 5200 so far and theres still plenty of places left to be done.


jDRP Status Report:
The release of jDRP 1.1 is now much closer since I've had time during my recent holiday to get a lot of the outstanding work done. In fact pretty much everything is in place and all that remains is the finalising of artwork and the implementation of the pack itself.

That means it's almost time to start beta testing. It will be a closed beta test, unlike the public beta testing for jDRP 1.0. Over the next few days I will be sending email invitations to selected members of the community who I think would be useful beta testers. By no means should anyone feel obligated to help. Full details will be enclosed in the email and the first beta should be in your hands in roughly a weeks time.

Here's hoping the beta testing will come and go without major problems.

I got a Raedon 9600 if you need someone to test it for that :) although i only have a p4 1.6

MasterOfPuppets
September 14th, 2004, 02:59 PM
i think that it looks fine w/o having the rings modelled in. there isn't much of a visual quality gain by doing it that way.

jls23
September 14th, 2004, 03:11 PM
It looks much better modelled. I hate it when modellers do a half-assed job, especially when they have no normal maps.

Caden
September 14th, 2004, 03:27 PM
It looks much better modelled. I hate it when modellers do a half-assed job, especially when they have no normal maps.
~~~~~
Uhhh jls23, dani is doing all of this for free, so why are you complaining? I dont care what it comes as, its a lot better than the sprites, with or without the rings.

Tolwyn
September 14th, 2004, 03:53 PM
It was released as a web article or interview around the time the source was released and there was a lot of links to the actual Doom bible.

The computer map is indeed a PDA-type device. I agree that the sprite can be interpreted to look like a "BOX" but I think it's just an error in our perspectives. It was described as a PDA device SOMEWHERE.

I don't have source material for it. I never saved it. I just remember it.

In the long run? NO BIG DEAL to me... just found it funny in an odd way you modelled it as a box. :)

TeamTNT? I just did music. I have no other connections or information or anything like that.

jls23
September 14th, 2004, 04:38 PM
It looks much better modelled. I hate it when modellers do a half-assed job, especially when they have no normal maps.
~~~~~
Uhhh jls23, dani is doing all of this for free, so why are you complaining? I dont care what it comes as, its a lot better than the sprites, with or without the rings.

I wasn't saying anything about dani, except that it would look rather crappy if he didn't put rings in. It only gets me going if they could have easily done better within that time-frame. His models are great. I was refering to some crappy games w/ a low poly count and nothing to make up for it.

Lord Kaizen
September 14th, 2004, 04:39 PM
http://www.nullparameter.com/barrel.jpg

There you go! That's exactly what I mean about the rings, Dani. Except there needs to be little lip around the rim and the bottem. But I don't think the rings should really be modelled.

Who made this model anyway?

jls23
September 14th, 2004, 04:40 PM
Envid, duh. That's his website.

Lord Kaizen
September 14th, 2004, 04:44 PM
Didn't know. Never looked at it.

KuriKai
September 14th, 2004, 04:45 PM
personaly i like dani's model better

Envid
September 14th, 2004, 04:54 PM
mine does have a lip over it.... the far right model was a concept....the center i just threw a few extra minutes in to it.

xtremeneo10
September 14th, 2004, 04:55 PM
I like Dani's better no offense Envid *funnynot*

Envid
September 14th, 2004, 04:56 PM
i like his better too as far as detail....it was a concept for christ's sake lol. But the basics for the barrel i think is true to doom. Danni's to me looks like its a rusted depth charge u put on a world war 2 uboat....i mean its beautifully detailed but i think the concept of the barrel was lost somewhere.

hence why if i dont like it, ill mod it! :P

jls23
September 14th, 2004, 04:56 PM
Yes but envid made it look better with effects and all that. He has some more texturing experience I think, since he was making extremely hi-res textures.

xtremeneo10
September 14th, 2004, 04:58 PM
Dani's is just what i'd have imagined. *kewl*

Envid
September 14th, 2004, 04:58 PM
ugh u guys just making me wanna finish the model and show u what im talking about it....

Caden
September 14th, 2004, 05:04 PM
I like his skin, and well, jsut about everything, if he could get a bubling effect i think that would look nice

xtremeneo10
September 14th, 2004, 05:13 PM
Hey Envid to quote Jls23

Hopefully not shiny. The recent shines look too plasticy.

Althoug you may have more experience in this than me *whatever*

Yours is quite cool though since the point is to ressurect classic doom you might have a good point


i like his better too as far as detail....it was a concept for christ's sake lol. But the basics for the barrel i think is true to doom. Danni's to me looks like its a rusted depth charge u put on a world war 2 uboat....i mean its beautifully detailed but i think the concept of the barrel was lost somewhere.

hence why if i dont like it, ill mod it! :P

xtremeneo10
September 14th, 2004, 05:36 PM
EDIT: Screw all that, look at what Envid just put on the JDRP barrell poll Holy shit!!! Sorry to double post.

hurleybird
September 14th, 2004, 06:40 PM
Well my video card (ti4200) just died. So now im getting a 6800 :)

so if you need someone to beta test with a high end card...

DaniJ
September 14th, 2004, 11:46 PM
Ok, what do you think of mark 2?
http://modelyard.newdoom.com/jDRP/Barrelm2.jpg
Forgive the jpg compression.

Envid
September 14th, 2004, 11:56 PM
if u just got rid of the rust id say it would rock... the wear and tear leave though. HUGGGEEEE improvement over ur last one though. Alot techier/doom feeling.

DaniJ
September 15th, 2004, 12:04 AM
Glad to hear it :) The last one didn't have any lighting applied in the skin ( was just the unmodulated diffuse).

I dunno about the rust, I'm quite partial to a bit of rust. I'll tone it down and put it only in crevices and around the base. I still need to add scratches too so I'll be removing some of the rust anyway.

Envid
September 15th, 2004, 12:09 AM
id add a random skin with rust but if ur going to make random skins give it a 15-25% chance for the rust skin.... im still kinda slack with the ded files so i dont know if u can make a percentage with the skins.

As far as the rust is concerned with that barrel's skin id say make the rust a darker color of the original barrel color (or lighter).. it could easily be passed off as color-wear. It could also make it look like total shit eheheh so i dont know if u have the texture map layered or not.

Kresjah
September 15th, 2004, 12:48 AM
DaniJ: God, that barrel is lovely, absolutely lovely. I rest my case! :p

I'll update the preview site too in a moment. :)

EDIT: Updated. The page now also includes some pictures from this threads older days. An old imp, and a plasmaball effect which I do not know if still is a valid representation of the "product".

Still some pictures I haven't gotten hold of though. An unskinned lamp, and three pictures (which were broken links in the thread) that I don't know what they were previews of. Those are probably old pictures, but still, if you have them, hand me a PM. :)

EDIT 2: Forgot to say that I scrapped one of the preview pictures for the mark 1 barrel. The reason for this is that the picture was identical to the barrel on the left on the comparison picture.

swiftfox
September 15th, 2004, 02:18 AM
Very nice, looks just like the classic barrel.Nice touch with the warped yellow label.I was wandering is it hard to make the explodeing animation?

Chilvence
September 15th, 2004, 02:36 AM
Nice stuff there. Go on, how many polies? 3-400?

DaniJ
September 15th, 2004, 02:44 AM
340 exactly :) I can shave another 16 off though.

Someone asked about bubbles... yes, I'll add some particle bubbles.
EDIT: Updated. The page now also includes some pictures from this threads older days. An old imp, and a plasmaball effect which I do not know if still is a valid representation of the "product".

Still some pictures I haven't gotten hold of though. An unskinned lamp, and three pictures (which were broken links in the thread) that I don't know what they were previews of. Those are probably old pictures, but still, if you have them, hand me a PM.

I'll see if I can dig them out for you. Yeah some of that stuff isn't current but it's cool (for me at least) to see them again and to reflect on the progress both I and the pack have made over the past 6 months. Feel free to keep them up if you want.
I was wandering is it hard to make the explodeing animation?
Not that difficult no, but I'll need to reanimate it now that it's got modelled rings.

Nephil
September 15th, 2004, 02:53 AM
Yay, bubbles!!! :D

Kresjah
September 15th, 2004, 02:56 AM
DaniJ: I'm thinking of keeping all the pictures up, whether they are old or new (except for identicals, like the one barrel picture). You don't have to dig them old pictures up unless you really want to. :)

Anyways, if you want me to throw up a full-scale comparison site when you've finished jDRP 1.1, I'd be happy to do so, although I won't be doing that before I finish the current site I'm working on.

And lastly, if you need a fairly low-end tester (well, I have got a P4 1.6 with 512 RAM and I'm running Windows Server 2003... but with temperature problems and my graphics board being a BIG bottleneck, a GeForce 2 MX, 32 MB card, I still consider it low-end). :p

Harry
September 15th, 2004, 06:07 AM
Now thats the kinda barrel we are looking for! :p

Ton80
September 15th, 2004, 07:56 AM
Mark 2 much improved. I like that dent in the side. Makes it like it has been around a long while. Also that semi-transparent look of the 'goop' is looking good.
If you need a beta-tester.... remember I'm with Vermil on his project. ;)
As you might find out from him, I'm decently precise. ;) *evilol* *smirk*

-RightField-
September 15th, 2004, 09:46 AM
Very nice barrel you got there. Now what we would need is some nice DrectX 9 shader like the one used in doom 3 to give it that realistic metal light reflection. Still good job!

Tyberious
September 15th, 2004, 11:09 AM
keep the mark 2 barrell. I perfer the rust because it blends in with the atmosphere which is tark, abandoned (so to speak) and under disrepair. To have everything look neat and clean after an alien invasion seems kind of messed up. When was the last time you saw an imp run a vacuum cleaner over the Base floors or a grunt mopping the tiles, or even a commando replacing the rusted barrells with non rusted ones so the doomguy can shoot thema nd spill their blood on the floor? It doesn't make sense so to have that caotic look really sets the mood. Keep the rust and just provide random skins for those who like to be picky. Otherwise be greatful for what Dani does for us and appreciate it or do it yourself!

Envid
September 15th, 2004, 11:15 AM
when was the last time u saw toxic waste in a rusty barrel? (if u want to get in to realism) in fact i think every biohazard decal is on a "plastic" barrel but considering it is UAC im sure stainless steel or something would work.

He is applying random skins so Im sure everyone will get a bit of all of it. looking very good though.

Lord Kaizen
September 15th, 2004, 02:00 PM
Ah, that barrel looks great. Love the decals, and I'm actually starting to get kinda fond of that rust. :)

BTW, don't you know that if you shot a plasic barrel the bullet wouldn't create a spark to ignite the chemicals and thus no explosion?

Caden
September 15th, 2004, 02:39 PM
Dani, for the explosion, i think it might look cool to see the rings fly off.

Envid
September 15th, 2004, 03:28 PM
do u know how hot a bullet is when it's fired? u think they use liquid nitrogen cooled bullets to keep it room temperature? add a tracer round every other round and its over lol

Felix
September 15th, 2004, 04:05 PM
bullets don't spark off metal in real life, they just ricochet & leave a dent.. you guys have been watching too many movies (or playing too much doom)

Dani, huge effort once again, I'm really jelous of your skinning skills, the attention to detail is jut superb

UglyBob
September 15th, 2004, 06:18 PM
no keep the rust, its perfect simply perfect. better than doom 3 skins imo, lol

Caden
September 15th, 2004, 06:34 PM
bullets don't spark off metal in real life, they just ricochet & leave a dent.. you guys have been watching too many movies (or playing too much doom)

Dani, huge effort once again, I'm really jelous of your skinning skills, the attention to detail is jut superb

Oh good so it wasnt just me. i never understood why a piece of metal could make gas explode.

Felix
September 15th, 2004, 11:32 PM
yeah, the chance of blowing up a car by shooting the gastank is really freakin slim... thats completely off-topic though and we should be getting back to the barrel... the rust is fine, If the UAC cleaners are so slack that open cans of toxic waste are left lying around, I doubt they spend much time making sure the barrels are as spotless and rust-free as you'd expect, they just slap a sticker on the side saying "don't punch this barrel"

Tyberious
September 16th, 2004, 12:06 AM
well they had to slap that warning after a few drunken marines tried it. There is a reason why they put stupid warning labels on products. Its because of stupid people, but then again its always fun to punch barrels into enemies and watching them gib.

Deathmonkey7
September 16th, 2004, 06:05 AM
when was the last time u saw toxic waste in a rusty barrel? (if u want to get in to realism) in fact i think every biohazard decal is on a "plastic" barrel but considering it is UAC im sure stainless steel or something would work.

He is applying random skins so Im sure everyone will get a bit of all of it. looking very good though.

When's the last time you've seen an Imp.. or a BFG.. or a Mars Base.. or a toxic wast barrel?

Jimi
September 16th, 2004, 06:15 AM
Nice barrel that 2nd one. If you hold run button and run towards a barrel and explode it, you'll get through the barrel before the explosion damages you.

JHXI8248
September 16th, 2004, 07:07 AM
Barrel looks fine. A rusty barrel is not out of place. The suitability of the container depends on the contents. Many plastics are disolved by solvents so metal or glass containers (or lined containers) are often used. It also depends on the temperature of the waste as some compounds are exothermic during decay. Rust doesn't necessarily mean iron oxide - other iron compounds look similar.

The contents don't necessarily need a spark to ignite - many compounds are unstable, especially at higher temperatures. Any added energy, even kinetic, is enought to cause a detonation. Nitroglycerin is an example. And while lead bullets don't spark, they can knock metal shards off of the container which would form sparks. That's assuming the bullets are just plain lead of course. Explosive, armor piercing, or jacketed bullets will differ.

I was thinking that a multi-state barrel would be interesting. A wounded barrel would smoke or foam.

Juan_Fraglef
September 16th, 2004, 10:08 AM
Given that the UAC wasn't going through great lenghts to dispose of those nasty chemicals, it's safe to assume they weren't properly handling the stuff to begin with. I think DaniJ's mark 2 adds an edge to the barrel. I'm pretty sure ID would have liked a barrel with that much detail had they had the technology to create them back in 1993. *grin*

Mr. Chris
September 16th, 2004, 01:15 PM
I really like the mark 2 over the first barrel.

DaniJ
September 16th, 2004, 01:15 PM
Time for another piccy I think:
http://modelyard.newdoom.com/jDRP/TechPillar.jpg
Again this is very early but it should give you an idea of where I'm going with it.

Catsy
September 16th, 2004, 01:27 PM
Oh. WOW.

Dani, that is simply gorgeous. Like all the best models, it's polygonally simple; the skin is what makes it.

I look forward to seeing it in-game. You'll want to take special care to ensure that this model, in particular, is as close to the size of the sprite as possible; it's used frequently (like in E1M1 in places where the size is important and it being off would be very noticeable.

Kresjah
September 16th, 2004, 01:41 PM
Holy crap! That's... that's... *wipes a tear from his left eye* lovely! :p

sLydE
September 16th, 2004, 02:00 PM
wow! that's really awesome! man, i'm drooling.

Lord Kaizen
September 16th, 2004, 03:52 PM
NO! The rings on that pillar do not look right. j/k :)

That's one spiffy tech pillar, and looks EXACTLY like the sprite! I'm curious of how the weapons will look.

@ Felix, have you been watching Myth Busters? *wacky*

Juan_Fraglef
September 16th, 2004, 07:21 PM
Well, all I can say is... WOW! That and... MORE! MORE! MORE! *laugh*

Envid
September 16th, 2004, 07:26 PM
Time for another piccy I think:
http://modelyard.newdoom.com/jDRP/TechPillar.jpg
Again this is very early but it should give you an idea of where I'm going with it.

very sexy, couldnt ask for better :P
the top looks a bit ambient tho, i mean its very small but its sexy none-the-less

xZAOx
September 16th, 2004, 09:29 PM
Wow, the new barrell is kick ass. And I love the rust.

Technomancer
September 17th, 2004, 12:34 AM
This is some pretty wicked stuff! I particularly like the barrel mark 2. The rust, sticker, emblem, everything just seems "right". Kind of like my over active imagination made it look 10 and a half years ago :D I really can't wait to see the progress on that Imp! The skin was so amazing! Keep up the good work, I can't wait to download this thing!

Harry
September 17th, 2004, 06:39 AM
That is a nice model, what's the polycount? because knowing Weenuk, it would be very high (ressurrection models)

Jaquboss
September 17th, 2004, 06:58 AM
All is great (I wish to do something as nice as this , but I can´t :-( )
Maybe it want CTF and new players model to give new life to not-so-played MP (simply some new coding)
Imp model looks VERY VERY NIIICE , and it looks like about 750 poly...

DaniJ
September 17th, 2004, 07:07 AM
the top looks a bit ambient tho, i mean its very small but its sexy none-the-less
Which bit are you refering to? Bare in mind I haven't even started some areas of the skin yet.
What I'm doing is giving each part a distinctive change in material, so the base is metal and the sides of the top half are plastic.

The problem I have with the Tech Pillar is that as far as I'm concerned it serves no useful purpose. I'd understand if there was some integral strip lights or something but to me it's a bit pointless.
That is a nice model, what's the polycount? because knowing Weenuk, it would be very high (ressurrection models)
Well, Weenuk sent me a few different versions, at various densitys. I choose the one above but then optimised it a bit. It is now 125 polys :)

Deathmonkey7
September 17th, 2004, 10:43 AM
Very nice Dani!

Can't wait until you release this monster :)

Envid
September 17th, 2004, 10:49 AM
the top and bottom portion are flat grey, no shading... see?

DaniJ
September 17th, 2004, 12:27 PM
the top and bottom portion are flat grey, no shading... see?
Bare in mind I haven't even started some areas of the skin yet.
:)

at least 10 characters.

jls23
September 17th, 2004, 12:34 PM
Damn fine job, man. Damn fine.

Envid
September 17th, 2004, 01:55 PM
:)

at least 10 characters.

that was answered after my first question :P hence "sexy enuf"

Tyberious
September 17th, 2004, 07:35 PM
jeeze dani, your gonna give my a coronary! I can hardly wait to put my 6800 GT to use with your JDRP!!! I just bought the card a while ago since I found out I was able to afford one with all the work I been doing. Thanks for gracing us with your A+ work. Nowe if yuou excuse me, I have to call emergency since my heart is beating irregular. *crazy*

Ravey
September 18th, 2004, 03:59 AM
I don't think it will handle it how I want it (My specs are: Pentium 4 3ghz/512mb RAM/120gb HDD/GeForceFX5200 128mb Graphics card)

I was thinking of either getting a 5900 or maybe a 6800.

01kay
September 18th, 2004, 05:40 AM
When do you think you'll finish everything?

Ravey
September 18th, 2004, 07:36 AM
Hah, it'll be awhile. He's doing the simple stuff really well for now and he'll lay onto the really difficult stuff later on I would think, sometime around Doomsday 2.0 maybe since v2.0 will make the models look even better. I think 1.1 will be Dani's teaser for the next full version of JDRP. I've been teased enough... But JDRP 1.1 will be out very soon hopefully if it goes as planned. ;)

Releasing it when this topic reaches 100 pages would be cool, but it's done when it's done and the longer it takes the better it will be. I'd settle for some top notch animation previewing though. :P

Kresjah
September 18th, 2004, 08:09 AM
By the way, Dani, can you give a subtle hint of how jDRP 1.1 will run on my system? Seeing that my system ain't the best in the world (P4 1.6 GHz, 512 MB RAM, 120+15 GB HDD and GeForce 2 MX 32MB!). I'm in desperate need of a new graphics card, but until my bank balance goes positive again, I'm stuck with this.

Will I have to sacrifice a lot to get it running fairly smooth, or do you think it'll play OK? It's not often that I experience less than 35 FPS now, but I guess that the jDRP 1.1 has a fairly increased polycount on most of the models (considering the quality they have, they are rather low-poly, but most of them still have a higher amount of polys than the jDRP 1.01, am I right?)

DaniJ
September 18th, 2004, 08:09 AM
That's not a bad idea Ravey, I'll download fraps or something and see about an animation preview for the next one.

jDRP 1.1 will be out quite soon, I'm hoping to have the first beta ready by the end of next week.

Yeah 1.1 is AFAIAC the boring one, consisting of mostly decor items, the HUD stuff etc. jDRP 1.2 will be the fun one for me cos I'll be able to concentrate on the characters which are by far the things that really make Doom IMO.

Kresjah - I doubt you'll experience much difference actually. Although some of the models have a higher polycount there is now LOD models for all the objects. Also the particles have been totally redesigned so that they not only look better but run better as well. They should also scale better so if you are experiencing particle related slowdown you can just reduce the spawn rate in the control panel.

Caden
September 18th, 2004, 08:13 AM
By the way, Dani, can you give a subtle hint of how jDRP 1.1 will run on my system? Seeing that my system ain't the best in the world (P4 1.6 GHz, 512 MB RAM, 120+15 GB HDD and GeForce 2 MX 32MB!). I'm in desperate need of a new graphics card, but until my bank balance goes positive again, I'm stuck with this.

Will I have to sacrifice a lot to get it running fairly smooth, or do you think it'll play OK? It's not often that I experience less than 35 FPS now, but I guess that the jDRP 1.1 has a fairly increased polycount on most of the models (considering the quality they have, they are rather low-poly, but most of them still have a higher amount of polys than the jDRP 1.01, am I right?)


Thats about what i have, only i have less space and ram, and i have a better vid card. I think it will run fine, i can run CS source just fine, so i think ill be on with the jdrp :D

Kresjah
September 18th, 2004, 08:54 AM
Hope so. I'd really hate to miss such a great experience ('cause jDRP 1.1 will be great, not to mention how interesting 1.2 will be) just because of a sucky graphics card or something like that.

Weenuk
September 18th, 2004, 08:58 AM
Fantastic job with the techpillar Dani (hell, fantastic job with everything thus far). Thanx for using my model, that skin looks great. If you want me to do anything with the techlamps I sent you, let me know ok.

Ravey
September 18th, 2004, 09:14 AM
Ouch, that graphics card could hurt you there. Well, my GeForceFX 5200 128mb graphics card was pretty cheap actually but I think i'll be upgrading to a 256mb/512mb graphics card soon.

With my graphics card, fps rarely drops below 60-65 at highest res with JDRP1.01 on. It used to run the same speed with a load of other add-ons on aswell but I decided to do a fresh install.

Harry
September 18th, 2004, 09:18 AM
Ouch, that graphics card could hurt you there. Well, my GeForceFX 5200 128mb graphics card was pretty cheap actually but I think i'll be upgrading to a 256mb/512mb graphics card soon.


Can you actually get 512 mb graphics cards yet? I suppose they would be very expensive :(

Ravey
September 18th, 2004, 09:22 AM
GeForce 6800 Ultra is 512mb right? Atleast I think it is since it's the best card for Doom 3. Could be 256...

Just checked CNet pricing for the 6800 Ultra:
Buying choices
for the Nvidia GeForce 6800 Ultra
B&H Photo- Video
$599.00 | In stock: No
MacMall
$594.00 | In stock: No
ClubMac
$594.00 | In stock: No
Prices from 4 stores $594-$634
dabs.com
£366.99

I bet there are cheaper places to buy the card but... O.o

Zelig
September 18th, 2004, 11:48 AM
Nope, there's no 512MB cards out yet, and if you have 1GB of ram, I'm pretty sure there are no current games where they'd make a difference at all, except for Doom 3's ultra quality mode.

Doomsday shouldn't need anything near that anyway, with my 9800 pro, with everything maxed out graphics-wise, 2XAA/8XAF, I NEVER drop under 85Hz, being capped by my refresh rate at 1024x768.

MasterOfPuppets
September 18th, 2004, 01:35 PM
Ok, what do you think of mark 2?
http://modelyard.newdoom.com/jDRP/Barrelm2.jpgthat turns me on
*heart*

love the dent and the UAC logo, in particular.

Tyberious
September 18th, 2004, 03:11 PM
jeeze! That is nothing short of amazing. By the way dani Optimizes his work so it will even run on 5200 cards so don't worry. Sure you MIGHT have tor un it with AA and AF off and at a resolution between 1024x768 and 640x480 but you will be too busy to care anyway. I know I will be.

Ravey
September 18th, 2004, 03:35 PM
Actually, without AA would be better for me. It messed up some of JDoom a little, sharper graphics are nice to see.

Tyberious
September 18th, 2004, 05:18 PM
well to each his own. My personal favorite type of AA is super sampling (instead of the more lenient and less visually pleasing multisampling, but it takes up less bandwidth). Well with how much I spent on this card, it better deliver the goods! Especially when it comes to dani's upcoming pack.

Evil Incarnate
September 18th, 2004, 08:36 PM
Quote:
well to each his own. My personal favorite type of AA is super sampling (instead of the more lenient and less visually pleasing multisampling, but it takes up less bandwidth). Well with how much I spent on this card, it better deliver the goods! Especially when it comes to dani's upcoming pack.

I dont think you'll have to worry Tyberious, Ive got the same card and I can crank out 1600x1200 8xAA 16xAF and still get 72.5 fps pretty much all the time (only drops around 5fps for imp fireballs) with V-Sync on. If it were off it'd be well past 150. 8xS mode though is half as fast as 4xAA, dropping my frames to 30-40...I stick with 4x since it works great and looks great.
With Dani's speed improvements, I'm betting it will be even faster. Great work Dani, cant wait to see the new jDRP in action *thumbs*

Ravey
September 19th, 2004, 12:23 AM
Dani: I would recommend using Camtasia Studio (Recorder) or something since I use that to video capture when I'm working with 3DsMAX and it produces around 40fps on full screen recording. Although, Fraps would be the better choice if you wanted to show in-game footage. Oh and by the way, If you need a GMail account, I have 6 invites. Might be useful.

*Gets back to his terrible 3DsMAX modelling, so terrible infact that terrible is offended by me saying it*

Edit: Currently experimenting with the models from the game, Popscene (www.mdickie.com). The models are already in .3DS format and the guy is pretty cool about testing. He's not a very good modeller but the models have a nice style.

Caden
September 19th, 2004, 01:44 PM
Well i dont see why you would need any special software, just render the avi file in 3dsmax.

Tyberious
September 19th, 2004, 02:05 PM
Quote:
well to each his own. My personal favorite type of AA is super sampling (instead of the more lenient and less visually pleasing multisampling, but it takes up less bandwidth). Well with how much I spent on this card, it better deliver the goods! Especially when it comes to dani's upcoming pack.

I dont think you'll have to worry Tyberious, Ive got the same card and I can crank out 1600x1200 8xAA 16xAF and still get 72.5 fps pretty much all the time (only drops around 5fps for imp fireballs) with V-Sync on. If it were off it'd be well past 150. 8xS mode though is half as fast as 4xAA, dropping my frames to 30-40...I stick with 4x since it works great and looks great.
With Dani's speed improvements, I'm betting it will be even faster. Great work Dani, cant wait to see the new jDRP in action *thumbs*

I perfer 2xQ (Quincunx) which I believe is an SS/MS hibried AA. Looks better then 4X in my opinion so thats why my AA is so low (because SS looks great). My AF is usually 4x since I don't need anything more then that and Vsync is always on since I hate tearing (mostly saw it in Starsiege and Deus Ex). Those are damn good numbers for that card, makes paying for one worth it although im not in any hurry to void the warrenty (via modifying the cooling solution and overclocking it).

Ravey
September 20th, 2004, 08:22 AM
Caden: Depends if it's ingame footage or not, either way is fine really but seeing it in fullscreen preview would be interesting.

Caden
September 20th, 2004, 02:26 PM
Caden: Depends if it's ingame footage or not, either way is fine really but seeing it in fullscreen preview would be interesting.

Yea in game you would have to window it and use a program to make a movie file. Dani should walk us through E1m1 with the pack :D

Edit: Or just record the demo on ultimate doom. i goes through e1m1 in third person.

Tyberious
September 20th, 2004, 03:17 PM
that would be a nice way to add cutscenes. Have a little thing that played a movie, then switch back to the game or something like that or even support for an imbedded movie player in jdoom. This would be a boon for mod makers but would not benefit anyone playing the regular version.

Wicked Anime Kid
September 21st, 2004, 09:58 AM
What do you think that Hexagon and I are working on??;)

Anyway Dani that barrel, that skin looks amazing and perfectly seamingless as well. Is it all hand drawn?

Caden
September 21st, 2004, 02:27 PM
What do you think that Hexagon and I are working on??;)

Anyway Dani that barrel, that skin looks amazing and perfectly seamingless as well. Is it all hand drawn?

Im sure it is. The rust looks amazing, and so does the dents and rivits.

DaniJ
September 22nd, 2004, 07:11 AM
I'm back from a little birthday jaunt and I'm finding work hard going today...
Anyway Dani that barrel, that skin looks amazing and perfectly seamingless as well. Is it all hand drawn?
It's not 100% hand drawn but it mostly is.

When I get home tonight I'll probably have another preview for you all.

Harry
September 22nd, 2004, 07:15 AM
When I get home tonight I'll probably have another preview for you all.
:D thx Dani :p
I wonder what you have made this time...

Ravey
September 22nd, 2004, 08:14 AM
Awesome, the forums make me unhappy when Dani isn't here to show previews. ;_;

beef1187
September 22nd, 2004, 10:06 AM
Sounds great. I rarely post here but I have been watching this closely, great work Dani! *thumbs*

jls23
September 22nd, 2004, 12:09 PM
Dani's gone; and that makes me a sad panda. *cry*

Caden
September 22nd, 2004, 02:32 PM
Are you going to bake a cake?

jls23
September 22nd, 2004, 06:09 PM
Good idea, lad! Spot on!
*bakes a cake then soon after realizes that he doesn't know how to make one, and, in a paradox, it disappears*

xtremeneo10
September 22nd, 2004, 06:30 PM
*book* *crazy* *party* nuff said...

Edit: Happy belated birthday Dani!!!!

Caden
September 22nd, 2004, 06:52 PM
Hmmm maybe an imp with a party hat will be the next preview?

SgtMagor
September 22nd, 2004, 07:06 PM
happy B_day Dani

Kresjah
September 22nd, 2004, 07:16 PM
Happy birthday Dani! *party* Hope your big day will be a good one :)

Wicked Anime Kid
September 23rd, 2004, 03:39 AM
OMG Dani, kick back and enjoy this bday cause you deserve it:D

HAPPY BIRTHDAY!!!:D:D:D

Ravey
September 23rd, 2004, 08:06 AM
Hope ya had a happy birthday. Enjoy it while it lasted? :P

Well, with the release of jDRP... I'm hoping Doomsday will be updated with 3rd person view. I've never actually seen the doomguy model in-game since I don't use doomsday for multiplayer... Mainly cos' it doesn't seem to work and I don't know the best multiplayer client to use with it (I have doom connector and zdaemon). :P

doominsanity
September 23rd, 2004, 09:20 AM
Happy birthday Dani!

jls23
September 23rd, 2004, 12:10 PM
Geez, I said it on time, and YOU ALL IGNORED ME!!! HAHAHAHAHA!!!! WHO'S LAUGHING NOW!?

Juan_Fraglef
September 23rd, 2004, 12:17 PM
1. Start a multiplayer co-op game with at least 2 player slots, any difficulty, no monsters.
2. hit "~" (or respective key to bring up console).
3. Type in "makelocp 1". Enter. This summons a 2nd player dummy.
4. Type in "makecam 0". This will turn yourr main player into a camera that can fly, go through walls (noclip), and invisible.
5. Find the 2nd player dummy.

It's kind of a pain to do it although if I could figure out how to control the second player, it would make for some interesting demo recordings.

I too wish that jDoom allowed 3rd person. :)

EDIT: Happy bellated bday, Dani. *thumbs* My present to you is by asking what the new player models will look like in the jDRP 1.1. I like the current one but it would be cool to see some UAC or Marine Corps decals and maybe a partially transparent glass on the helmet.

jls23
September 23rd, 2004, 01:01 PM
He isn't changing the player models.

DaniJ
September 23rd, 2004, 01:27 PM
Thanks everyone, I had an OK bday. Nothing special cos my mates are all skint...

Still, I bought myself a new Les Paul so I'm :)

if I could figure out how to control the second playerUse setcon x where x is the number of the player you want to control.

Yeah nothing has been done to the player model in jDRP 1.1 he'll be done along with the monsters in 1.2

jls23
September 23rd, 2004, 01:33 PM
Yes! Les Pauls are really good Guitars! I bought one a while back from nelsonic. Only around $4-500, I can't remember which. It was a gibson-copy, so they can't sell them anymore since the horn was spiked in the same way the gibsons are. It's valuable now!

Tyberious
September 23rd, 2004, 04:01 PM
hey dani, looks like our b-days are pretty close by eachother. Happy Birthday mate, hope you have a good one!

Weenuk
September 23rd, 2004, 04:02 PM
Oh, happy B-Day.

jls23
September 23rd, 2004, 06:04 PM
Mine's even closer! Mines on the 17th, 3 days before it!

Ravey
September 24th, 2004, 01:47 AM
Thanks for the help Juan_Fraglef, now I think I need some good MGS skins. :P

Da_maniaC
September 24th, 2004, 12:10 PM
Hey guys....

Thats some really nice looking Techpillar...
Imo the barrel should be just a little more greenish though.
(Late comments i know, my education was keeping me really busy..)

Anyhow, ill have my Geforce 4 overclocked, and extra 512 MB DDR RAM Kingston CL2.5 when the new jDRP is released... so bring em on. :D :p


--Oh and btw, happy bday mate. ;)

Deathmonkey7
September 24th, 2004, 12:54 PM
Happy Birthday Dani *party*

yeah yeah.. I know.. I'm late *whatever*

jls23
September 24th, 2004, 12:57 PM
Where The Hell Is Our Preview Pic!?

Harry
September 24th, 2004, 12:59 PM
Hehe, jls, or John, whatever, don't hastle the guy!! :p but we would like another pic:p

jls23
September 24th, 2004, 01:11 PM
He Said He Would Give Us Another One When He Got Home!!!!

Zedd
September 24th, 2004, 01:19 PM
When I get home tonight I'll probably have another preview for you all.

He said probably. Leave him be, he does awesome work on his own time -- you can't make demands of him. *bliss*

jls23
September 24th, 2004, 01:24 PM
I mean, he didn't even say anything to retract it!

DaniJ
September 24th, 2004, 01:45 PM
jls23 - It is my own time I spend on the jDRP and a huge amount of it too, if I get home at night and decide 'hell I can't be arsed working on the jDRP' - that is my choice.

Like Zedd pointed out, I said probably.

Saying that though, I will post another preview at some point over the weekend.

jls23
September 24th, 2004, 02:09 PM
Doesn't matter THAT much. I'm sorry if I sounded bossy - I just hate delays without someone saying it is delayed first!

beef1187
September 24th, 2004, 02:25 PM
shut up, it wasn't a promise it was a possibility. It was his birthday, give him a break.

jls23
September 24th, 2004, 02:27 PM
Yea, I know. I like to see what people's responses to crazy talk is. Sorry 'bout that Dani, just messin' around.

SgtMagor
September 24th, 2004, 02:42 PM
thx for the update Dani kewl...

DaniJ
September 24th, 2004, 03:29 PM
No worries jls23.

Heres a preview of the green armor:
http://modelyard.newdoom.com/jDRP/Armor.jpg
As you can see this one is very early, just over 2.5 hours spent on the skin so far (literally, I'm working on it atm).

The blue armor will not be just a re colour, to show the difference in strength it will have a lot less damage.

jls23
September 24th, 2004, 03:36 PM
In theory, if you hollowed out the armor, that would be a decrease in poly's, right?

beef1187
September 24th, 2004, 03:47 PM
looks great!

Harry
September 24th, 2004, 03:52 PM
In theory, if you hollowed out the armor, that would be a decrease in poly's, right?

No, That would probably increase the polys by about 2 times, because it would have a bigger surface area so that means more polys:p

..And Holy S*** that is a cool skin :D

jls23
September 24th, 2004, 03:54 PM
I don't know about the shoulders tho... :p

Technomancer
September 24th, 2004, 04:00 PM
For 2.5 hours work that's damned impressive I'd say, beats the hell out of anything I could have done! As far as the accuracy to the sprite I'd say it's bang on and that skin is just deadly! I showed my friend the differnces between Doom and JDoom with the JDRP and he just about shat himself! Anyways, keep up the good work, I'm eagerly anticipating the release!

jls23
September 24th, 2004, 04:12 PM
Yeah! What do you think we're paying you for!?

Caden
September 24th, 2004, 04:35 PM
In theory, if you hollowed out the armor, that would be a decrease in poly's, right?

I think it wouldn't make a differnce. You could have the armor only one polly thin. Is the front plate modeled Dani? or is it just the skin?

Kresjah
September 24th, 2004, 05:46 PM
The armor model deviates a bit from the sprite, but is dead on considering how the armor looks on the player and on the title screen, but I'd rather have that model than one resembling a sprite (even though I'm rather purist)... 'cause that model is freaking hot-damn-hell nice! God... *sees green and blue armors in his head*

DaniJ
September 24th, 2004, 06:12 PM
Yeah, the sprite just doesn't have enough detail in it so while I kept the sprite in mind, it is more based on the player and the titlescreen.

I don't think it's worth modeling the inside of the armor, when we get seperate models for LOD then I'll do it.

The plates arn't modeled, theyre just suggested by the contrasting sharp and soft shadows.

Juan_Fraglef
September 24th, 2004, 06:33 PM
Not bad at all. I'm guessing the shoulders aren't skinned yet?

BTW Dani, thanks for the tip on controlling dummy players. Time to take some photos for my WIP levels! *kewl*

Kresjah
September 24th, 2004, 07:12 PM
As I said, even though I'm a purist, I'd rather have it this way than resembling the sprite. *Drools all over the armor* Uhh... sorry.

SgtMagor
September 24th, 2004, 09:35 PM
wow nice Armor...

Caden
September 24th, 2004, 10:59 PM
As I said, even though I'm a purist, I'd rather have it this way than resembling the sprite. *Drools all over the armor* Uhh... sorry.

Im the complete opposite, i say if we can make it better, then do it, to a certain degree. I dont want to see monkeys runing around and cars, but i think things like reloading should be in, wouldnt id have done that if they could have at the time?

Ravey
September 25th, 2004, 02:24 AM
I think they probably would've but doing the extra animations wouldn't have been worth it. Nice work Dani on the armour, it's done really well in my opinion and the skinning is amazing... Take your time though, it's nice that you don't show everything at once to bring more people's attention to it and keep people hyped. :P

Here's a question for you, I can see that the models are miles better than the old ones... But if you've attempted it yet, how is the animating of the imp? I'd be really impressed if you managed to show weight through the animating...

Da_maniaC
September 25th, 2004, 02:30 AM
Wow, that armor is looking good man.

There is some other guy making Classical doom for Doom3, i think if he wants it to look good, he might want to consider applying or implementing the jDRP 1.1 soon :D ;)

Heres (http://cdoom.d3files.com/index.php?page=news) the link if anyones interested. :)

Kresjah
September 25th, 2004, 08:32 AM
caden: Yeah, ID would probably do that, but on the other hand, if we do that, then we're not just improving the game, but changing gameplay, and making it less "Doom" and more of a new game...

Caden
September 25th, 2004, 11:54 AM
caden: Yeah, ID would probably do that, but on the other hand, if we do that, then we're not just improving the game, but changing gameplay, and making it less "Doom" and more of a new game...

I think its more of the levels that give doom its feel, and the monsters.

Da_maniaC
September 25th, 2004, 12:14 PM
caden: Yeah, ID would probably do that, but on the other hand, if we do that, then we're not just improving the game, but changing gameplay, and making it less "Doom" and more of a new game...

Well, its not a project of ID.... its just some other guy, remaking the classic levels, but using the doom3 engine. ;)

Caden
September 25th, 2004, 12:17 PM
Sounds stupid, we already have doomsday, most of the models redone, and the levels. I dont want to have to have 2 gigs of doom 3 on my hard drive to play doom.

xZAOx
September 25th, 2004, 01:19 PM
Reloading is horrid idea for classic Doom. While we are at it, lets give the monsters intelligence, and add force powers!

See my point? Hehe.

Tyberious
September 25th, 2004, 02:58 PM
Sounds stupid, we already have doomsday, most of the models redone, and the levels. I dont want to have to have 2 gigs of doom 3 on my hard drive to play doom.

some people like it and some don't, you have to have some damn respect for other people's
wishes, maybe some people don't like it but others do so to call it a stupid idea is purely a crass opinion at best and is very biased. If you don't like it then you don;t have to download it, no on is forcing you. ;)

Technomancer
September 25th, 2004, 03:04 PM
We've already had the discussion about reloading, atleast a couple of times now. The idea was debunked for anything but a mod, let's try and stick to the topic, okay guys? JDRP, not mods!

Caden
September 25th, 2004, 03:31 PM
some people like it and some don't, you have to have some damn respect for other people's
wishes, maybe some people don't like it but others do so to call it a stupid idea is purely a crass opinion at best and is very biased. If you don't like it then you don;t have to download it, no on is forcing you. ;)

Its not that i dont respect the work, it just seems like needless work when there is already ports. I would like to see the lighting though. But good luck getting Dani's models, if i remember he doesnt let people use them for other projects.

Tyberious
September 25th, 2004, 05:40 PM
yeah lets talk about dani's lovely work. Unfortionately I am still trying to catch up on all the privews.

I ams till waiting on dani's new zombie/marine/commando skin(s). I would really like to see a little movie compiled just a little before the pack is going to be released of all the effects and stuff, now that would ba awesome!

Caden
September 25th, 2004, 06:44 PM
its not going to be released anytime soon, theres still testing to be done

Tyberious
September 25th, 2004, 06:57 PM
must have missed that announcement. I been so swamped. Well atleast It will e done soon but I wont be able to play it until I get my 80GB drives backa nd a new mobo.

Chilvence
September 25th, 2004, 08:59 PM
No worries jls23.

Heres a preview of the green armor:

Holy Shit

I cant believe thats the same model. But it is *grin*

Tyberious
September 25th, 2004, 11:39 PM
its the same model?! I thought it was new!

Chilvence
September 26th, 2004, 06:57 AM
Funny what a good skin can do eh? Just dig around my site if you want to see how crappy my skin makes it look in comparison...

jls23
September 26th, 2004, 10:45 AM
Dani, you cheated us!

beef1187
September 26th, 2004, 10:52 AM
The guy put 2 hours in to it and it looks damn fine, who cares if it is the origional model? (not even sure if it is...) It obviously worked perfectly, if it didn't look great Dani definitally wouldn't have used it.

Chilvence
September 26th, 2004, 02:11 PM
Yeah, dont be a drama queen lol :p . It is the original model, and I did spend quite alot of time on it making sure it looked nice and curvy from every angle.

I agree though, I don't like the shoulders much either, but they did originally need to pivot and turn so I had to seperate them from the model and make them nice and big. Since this is a static model though, I dont see any problem with taking five minutes to weld the pieces together; it will even result in a large reduction of faces, since that was one of the areas where I used heavy amounts.

jls23
September 26th, 2004, 02:49 PM
I was joking. Wow, you guys take stuff WAY too seriously.

beef1187
September 26th, 2004, 08:27 PM
Chilv I really like that idea becuase of the faces, but I think that model looks better with them going in. plus Dani is going to skin the shoulders soon so they will look a lot better.

Dani, instead of taking a lot of time working on a new blue skin for the armor you should just take the current one and make the skin look slean, then just make it look blue. But if you do that people like jls will complain about it :/

Tyberious
September 26th, 2004, 08:40 PM
well we already have enough people complaining but I have to admit, JLS hasn't recieved alot of complaints compared to some members I heard quite a few complain to me about. But That would be nice to have a new model and skin for the blue armor and i agree it should have a sheen to it. We will just have to wait and see but either way its so damn good I couldn't have imagined it looking anything like this when I first joined this community.

jls23
September 26th, 2004, 08:41 PM
Yea, hahahaha. He already SAID what he was doing about the blue.

EDIT: I've received complaints? *squint*

beef1187
September 26th, 2004, 09:02 PM
lol, I didn't send any... didnt know you could. Even if I knew how I wouldn't... JLS pretty much keept this thread alive.

EDIT:

john, got a problem widdat

Obviously some people do *rofl*

DaniJ
September 27th, 2004, 12:53 AM
Well, it's not exactly the same model. I have made some minor adjustments based on the changes I wanted to make in the skin but for all intents it is the same mesh Chilvence created a while ago.

I'm happy to hear everyone approves so far on the decisions I've taken with the art direction for the jDRP.

Juan_Fraglef
September 27th, 2004, 06:15 AM
It would make sense that the blue armor would have slightly more padding. Not a whole lot but just enough to make distinguishable by something more than color. Just a thought.

EDIT: I am thus far impressed with everything you've made, Dani. I can't wait to see this stuff in the game. :)

Ravey
September 27th, 2004, 06:16 AM
I'll keep this brief since I'm at school. I like the model. The skin is alot better and I can see the changes to the model, great work I say. The shoulders will be good when done too. :)

Weenuk
September 27th, 2004, 06:44 AM
I like the extra padding idea. Just enough to differentiate the two in one more way besides color. Either that or something a little bit different.

Da_maniaC
September 27th, 2004, 09:12 AM
It would make sense that the blue armor would have slightly more padding. Not a whole lot but just enough to make distinguishable by something more than color. Just a thought.

EDIT: I am thus far impressed with everything you've made, Dani. I can't wait to see this stuff in the game. :)


Maybe something small kevlar/metalish.. so you can see its a more heavy armor or something...
That would look pretty nice too imo.

Caden
September 27th, 2004, 02:36 PM
Dani you might need to render a view of the pick ups for the user interface/hug thing or the pack will have the old pictures.

Lord Kaizen
September 27th, 2004, 03:53 PM
A kickass job, Dani. An ass kickin' job with everyting. :)

jls23
September 27th, 2004, 08:12 PM
Hey Dani, you need to show us pics of everything, just so we can check them for flaws...

Tyberious
September 27th, 2004, 09:04 PM
Yea, hahahaha. He already SAID what he was doing about the blue.

EDIT: I've received complaints? *squint*

only one and that was because you and someone else (I forget) didn't see eye to eye (difference of opinions) but I have to say you handle yourself pretty well on these forums. I am not giving out names because thats not just me but if you can't recall doing anything to piss anyone off or being accused of anything of the sort then your safe.

I can hardly wait for more previews, I remember every time he would release a new pack, it would always be kick ass and look loads better then the last, sometimes I wonder how he does it. *squint*

jls23
September 27th, 2004, 09:08 PM
OH! I remember! That guy accused me of spamming to get first on a page! Damn n00bs...

Tyberious
September 27th, 2004, 09:59 PM
you see, I don;t even remember that, anyways lets stick to the topic at hand. I wonder if dani is reskinning all the models or just most and a few remodels. Did he show any of those power up items such as the orb or the health potion or anything yet because I don't recall him doing so yet.

Technomancer
September 27th, 2004, 10:08 PM
I wanna see that Mancubus! I remember seeing that a while back and it ruled! Any improvements on that model?

Tyberious
September 28th, 2004, 01:04 AM
was that the one where he showed the headshot of the manc with the glowing eyes? I thought he said they actually glowed in the dark (along with the imp's eyes).

Ravey
September 28th, 2004, 08:12 AM
Anyone got a link? I must've missed it. It sounds really cool too... ;_;

jls23
September 28th, 2004, 12:10 PM
"In the dark"? I can think of only one instance where it is dark enough to not be able to see stuff, and there aren't any mancubus'.

Technomancer
September 28th, 2004, 12:23 PM
Yeah that's the one, it had the green glowing eyes going on it was pretty rad! The thing I liked the most was the detail of the skin, I think it was when Dani first got his digital sketch pad thing and was working on skin textures like the Imp's head.

DaniJ
September 28th, 2004, 12:28 PM
Yeah that was a long time ago now. He's still sat in my todo tray (heh - the mental picture of that. lolzers).

It's only subtle but yes the eyes glow.

jls23
September 28th, 2004, 06:19 PM
Is he on the 1.2 todo, or the 1.1 todo?

Tyberious
September 28th, 2004, 09:21 PM
1.2 hasn't been announced plus in 1.2 he said most things are going to be remodeled. Plus 1.1 hasn't been released, most of everything is going ot get a shiny new skin, or a touch up at the least. Some ned models and some neato effects for 1.1

Kresjah
September 29th, 2004, 09:35 AM
Does anyone have that Mancubus picture at hand? I'd love to see it...

jls23
September 29th, 2004, 12:19 PM
Not everything. He's doing to monsters in 1.2, remember?

Tyberious
September 29th, 2004, 12:50 PM
exactly my point I was trying to get at. Well for the most part :)

Deathmonkey7
September 29th, 2004, 01:39 PM
cool! glowing eyes that'll be nifty

In the dark"? I can think of only one instance where it is dark enough to not be able to see stuff, and there aren't any mancubus'.

there's lotsa instances where it's dark enought to not be able to see but it doesn't have to be completely dark to notice a pair of glowing eyes ;)

Tyberious
September 29th, 2004, 05:51 PM
not to mention all the mods and maps out, and they are supported by this too which also adds loads of replay value along with a whole new experience. I will sure as hell look for his name int he credits of any game he participates in and also know that his work is optimized. :)

DaniJ
September 29th, 2004, 08:48 PM
Thanks Tyberious. Things might be looking up on the work front, I've been doing an art test for a well known UK developer...

In jDRP news:
I've had much less time to work on 1.1 than I was expecting the past week or so, which means the beta testing won't be starting next week as planned :(

Still, I have finished the new MegaSphere (which moves in and out of existance in a cloud of smoke (hard to describe in words)) and the Invisibility sphere which looks EXACTLY like the sprite (the eye is fully modeled with seperate iris, cornea etc). However I've found a bug when rendering alpha masked textures using the subtract blending mode, I've posted it so hopefully it'll get fixed in the next Doomsday release.

Tyberious
September 29th, 2004, 10:04 PM
PM me about the work front information. Hopefully everything works out, I can hardly wait to see your handy work. Did ya reskin the zombies/players and maybe the commando?

bodhi
September 30th, 2004, 03:48 AM
Dani

*jawdrop*



I'm new in the forum but I'm sure I'll keep up with your work around models and doom ; I'm a doom fan .

I have again to see all the shots you posted on this thread and i 've passed only few moments running jdoom , but i feel happy becuase i saw quite a beautiful job is finally being done for doom .

Chilvence
September 30th, 2004, 03:36 PM
Things might be looking up on the work front, I've been doing an art test for a well known UK developer...

Thats well cool. I wont pry as to which one, but best of luck ;) It would be awesome seeing the name Daniel Swanson scrolling up on a credits scroller :)

Tyberious
October 1st, 2004, 08:14 AM
they better pay you good for all the work you put into your projects cause you to everything to the best of your ability and optimize it. Not very many people care to do that.

SgtMagor
October 1st, 2004, 07:06 PM
yup yup, sure is great to watch a future Dev share his projects with the community, and see his skills improve along the way, thx for everything Dani and good luck!...

Caden
October 1st, 2004, 08:36 PM
yea the ns models have no optimization at all, they just throw on the polys and kill my modem.

jls23
October 1st, 2004, 09:39 PM
Um, okay, back on topic.

How the pack going, Dani?

SammatH
October 2nd, 2004, 05:02 PM
i cant wait to see it done :| *laugh*

jls23
October 2nd, 2004, 09:50 PM
Dude, the sigs gonna have to go, before one of the mods notices it. No animated sigs (boy did I learn THAT the hard way).

Ravey
October 3rd, 2004, 12:09 AM
Heh, on another forum I've seen one guy with a 5mb animated avatar.

Now... Back to waiting for some good discussion. :P

jls23
October 3rd, 2004, 08:23 AM
Try a lower-case "p" with that.

But seriously dude, the sig HAS to go.

Lord Kaizen
October 4th, 2004, 08:42 PM
Dani, if you post another preview, could it please be a hud weapon? :)

MasterOfPuppets
October 4th, 2004, 09:00 PM
we loves the hud weapons :)

Tyberious
October 4th, 2004, 09:16 PM
yes, I can't wait to see waht the new weapons look like. *flip*

Tyberious
October 5th, 2004, 12:48 AM
they all could use a bump but they are by no means crappy at all, its just nice to have a bump in quality every once and a while although dani seems to go beyond that.

Da_maniaC
October 5th, 2004, 04:29 AM
So, Dani, how bout a little update, on how things are going? :P

DaniJ
October 5th, 2004, 08:55 AM
Well things are unfortunetly going slowly this week. I've been dumped on with a mountain of work that needs doing yesterday so I've had pretty much no time at all for the jDRP. Which is kinda pissing me off with it being this close to completion.

We've got a major trade show coming up next week and I've got a lot of arwork todo but after that it should go quiet for a couple of weeks, which will mean I'll have the time to get this damned thing finished ( jDRP 1.1 eta - end of the month ).

I thought you all wanted an animation preview? Or would that now be HUD weapon animation preview?:)

Ravey
October 5th, 2004, 09:31 AM
Heh, I don't mind. It's all good, just take your time if needed to finish off things outside of jDRP. ;)

Wicked Anime Kid
October 5th, 2004, 09:32 AM
Hud weapon animation preview please:D

Harry
October 5th, 2004, 09:54 AM
Yes, a HUD weapon animation would be nice:D

Weenuk
October 5th, 2004, 11:11 AM
That it would, this is what I've been waiting for. Dani's HUD models so far have been pretty damn good, can't wait to see what's on the burner.

DaniJ
October 5th, 2004, 02:07 PM
Would anyone like to help me come up with some insignia for UAC Corp and related industries? What I need is stuff like corp badges, rank emblems, field badges...

They are to be used on the various ammo items (eg shipping company logo for rocket box, or corp badge on the armor pickup).

No need for finished artwork or anything, ideas or scribbles will be sufficent as I'll create proper decals from the chosen designs. ID jokes, or Doom funneys would be welcome :)

OR

If no one is interested, any links to real world forces designs that you think could be used as inspiration would be just as helpful.

jls23
October 5th, 2004, 03:47 PM
I will upload a quick sketch IAM.

EDIT: Actually, dani, the uploader I've been using seems to be down. I wonder why my av is still there? Anyways, I will just e-mail it to you. I KNOW, I KNOW, it sucks, it's uneven, shoddily done, but I just made it in jasc in about 10 mins time.

EDIT: Wait, what is your e-mail address?

Yay! We hit the 100th page! *party*

Tyberious
October 5th, 2004, 04:07 PM
wow, 100 pages... thats alotta talkin'

jls23
October 5th, 2004, 04:17 PM
Alotta spammin' too...

Weenuk
October 5th, 2004, 04:45 PM
Some United States Rankings (http://www.defenselink.mil/specials/insignias/)
Some patches (http://members.lycos.co.uk/militarypatches/)
Some remington guns in 3D w/some logos and stuff (http://www.remington.com/firearms/3d/1187)

Find more stuff later I guess. No luck with logos from shipping crates etc...

DaniJ
October 5th, 2004, 04:56 PM
jls23 - my email is dani dot j @ ddsdesign dot co dot uk

ChexBoss
October 5th, 2004, 06:28 PM
Pardon my ignerence.... but where can I find the latest verssion of jDRP? The origional ftp link is down.

Caden
October 5th, 2004, 06:31 PM
jfiles.org

Wicked Anime Kid
October 6th, 2004, 05:55 AM
I'll do a sketch for the manufactrer or something for on the boxes:)
If there's anything else that is not too comlpex I can do that too if you'd like:)

Da_maniaC
October 6th, 2004, 08:57 AM
I looked through the pages Weenuk posted, and imo... if you modernize this you might get a long way... :

http://members.lycos.co.uk/militarypatches/army_insignia/Military_police_investigator.jpg

Lord Kaizen
October 10th, 2004, 01:37 PM
I'm thinking the head-on-a-stick should have random skins and/or models. At least three. It isn't natural to have two heads on poles standing on both sides of a doorway with the same amount of decay, same contorted expression, same wounds and both with the same left eye missing. :)

With the other corpses you have two different impailed marines, several different hanging marines, four or more sacrificed guys and many different gib objects. And most people (including me) like to have a little variety with their objects, so if there is more than one corpse they look different.

So I think there should be random heads. Besides the one that's already finished, there should be one with the flesh scraped off the skull and one with no jaw or eyes for example. :)

I'm know that Dani is pushing to get the resource pack finished with little spare time, but with such a large amount of detail going into these models, I'd hate for them to all look the same. But is it worth the time and effort this late in the game?

Technomancer
October 10th, 2004, 02:06 PM
That's a good point LK I hadn't thought of that bit yet! It would be a little odd to see that!

Caden
October 10th, 2004, 03:29 PM
I dont think he should do it yet, its taking enough of his time up already.

ChexBoss
October 10th, 2004, 03:59 PM
Um, I'm new to Doomsday. I was wondering if there has been a release of a new jDRP sence the release by Daniel Swanson. If so, please tell me where I can get it.

Tyberious
October 10th, 2004, 05:08 PM
not yet, the pack might come out soon if all goes well so its pretty close, the latest is 1.01, pack 1.1 is coming out soon so just wait.

ChexBoss
October 10th, 2004, 06:21 PM
Allright. Thanks.

xtremeneo10
October 10th, 2004, 07:52 PM
*looks at everyone else* "I can't wait for the JDRP 1.1"!! *xbones*

Yeah 100 pages, wow! *party*

DaniJ
October 10th, 2004, 08:41 PM
Yeah random stuff would be good. Atm there is only support for random skins though I don't think it's much work on Skyjakes part to implement random models.

However it is too late to think about that for 1.1. jDRP 1.2 will take a considerable amount of time so what I might do is to create alternate and random stuff and release that inbetween 1.1 & 1.2

Thanks for the links guys and the design you sent jls23, I'll come up with some designs for you to review soon.

Also, what do you guys think it should say on the HUD chainsaw (the writing on the hand guard)? I don't think eager beaver fits somehow:)

Caden
October 10th, 2004, 08:43 PM
Property of UAC

xZAOx
October 11th, 2004, 02:11 AM
Woody Killer....or maybe Killer Woody? Hehe.