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Envid
July 4th, 2004, 04:03 PM
I have decided to release my own texture pack for my own reasons. I feel I can release a pretty kick ass texture pack within the main theme of doom utilizing my own vision instead of being overseen by others.

This has nothing to do with JDTP degredation or disrespect toward the texturers, infact quite the opposite. Very talented individuals who work with the JDTP. I want to put my own swing on things in an attempt to my own independant retexturizing project that seems more doom to myself, not competition.

This is indeed very early considering I decided to become independant and host my own texture pack but major progress has already been made as you can see with the following screen shots....


http://www.nullparameter.com/envid.jpg
http://www.nullparameter.com/envid2.jpg
http://www.nullparameter.com/envid3.jpg

Since this is all original and from scratch some textures in the screenshots will be "stock" since I dont wont any disuasion from what I think the original texture looks like.

Midnight
July 4th, 2004, 04:15 PM
Yay :D *drool* *becomes hungry for more* lol

Envid
July 4th, 2004, 04:20 PM
lol ill have a site up soon enough, right now im trying to make a dent in the textures before I start allowing downloads of what I have completed.

Deathgiver
July 4th, 2004, 08:11 PM
Envid, in Envid.jpg (http://www.nullparameter.com/envid.jpg) is that enviroment mapping in the triangles or is that regular texturing done really well?

Envid
July 5th, 2004, 02:17 AM
regular, is there a way i can environment map that?

If so, im curious where id have to muddle to get it right.

doomer
July 5th, 2004, 03:30 AM
Hi there Envid
Good luck with the new site.
I just captured a screenie of midvine2 that i think shows off the blue to it's best:http://members.dodo.net.au/~amac/blue.jpg

Envid
July 5th, 2004, 04:08 AM
lol the vines are going to be completely redone from scratch. Those vines look a little too cartoony for me, due to the fact I was using doom's coloring on the vines stock.

Midnight
July 5th, 2004, 01:38 PM
I see that blue now, ickie.

njbair
July 5th, 2004, 02:59 PM
doomer by chance are you using an ATI Radeon?

Xerxes
July 5th, 2004, 03:52 PM
Create different pack of textures is a good idea :)
It will permit to satisfy everybody

And for those that are not happy, he is sufficient to them to create the packs them even while creating a selection :D

Envid
July 5th, 2004, 08:37 PM
Yea Ive been attempting to get my site up and running for the texture pack in progress, shouldnt be long before you guys can check it out.

njbair
July 6th, 2004, 06:18 AM
Envid is your avatar going to be the exit door? Cuz I love looking at that thing.
Such beautiful rendering... it brings a tear to my eye... *cry*

Mr. Chris
July 6th, 2004, 11:55 AM
The SP_DUDE# textures really need an overhaul (especially 7 and 8) to match the originals, as 3 and 4 of the wood-metal doom2 textures (the blood pattern does not match the original)

Envid: I highly suggest using Vsync ;)

Envid
July 6th, 2004, 02:54 PM
lol one thing at a time, site is about 70% complete, most of my time has been devoted to attempting to secure php as much as I can, although Im sure it will still be open to vulnerabilities, just not wide the hell open for just anyone to try their malicious pranks. Hell i might even go a step beyond and enable SSL.

DaniJ
July 6th, 2004, 03:29 PM
Are you using a CMS thingie or is it your own design?

I use a VERY customised version of Nuke on a few sites I run. I've rewritten a lot of it so now it's impossible for anyone to mess with it without knowing what todo.

If you use a Nuke site best advice I can give is to rename your authors table and change all the references (only a few files that access this directly anyway). Oh and don't use Nuke as your table prefix *rolleyes*

If it's a personal site I doubt very much if you'd need a SSL.

Envid
July 6th, 2004, 04:14 PM
Yea im using nuke, Even this version 7.2 has some sloppy code although I did download a patch that fixed alot of the crap i saw. lol the first time i had installed it I did use nuke as the prefix, until I started looking up php injection, ewww

Midnight
July 6th, 2004, 04:23 PM
I wonder... ah oh well... cannot wait :D

Envid
July 6th, 2004, 04:28 PM
Well I wouldnt expect anything super fancy, yesterday I got it functioning, installing sql, and the newest php drivers, today Ive just been looking in to how I can secure it a little better. Of course Im sure bugs will come up after I broadcast the site. Ill polish once I have some of the details ironed out.

DaniJ
July 6th, 2004, 04:43 PM
I did use nuke as the prefix, until I started looking up php injection, ewww
Heh. If they don't know the name of the tables they are trying to inject they have to work 100 times harder to hack you. Just make sure your not advertsing your table prefix in any of the modules you use. Some of them have been written VERY shodily and don't even bother to sanitise their variables.

And rename your admin php also (though this requires a lot more changes).

I originaly started development on Nuke 6.5 and have completely transformed the back end and the way the site is constructed visually. I need to add in a few of the newer features from the 7.x series but most of it is just fluf and I think I could probably devise a better method anyway now that the new system is more flexible.

Envid
July 6th, 2004, 05:14 PM
The thing is, the time to go in to the code and rework it would be a big project in itself, or at least more than I would want to get in to at this present time. Id be more comforatable getting the critical stuff out of the way first and then follow up with other minor vulnerabilities.

n/m with the ssl I got a different way around it.

draconx
July 6th, 2004, 08:21 PM
I always write all my code from scratch. Using stuff that other people wrote never yields the result I want.

Another advantage is that I know exactly how everything works and interacts :)

DaniJ
July 6th, 2004, 10:28 PM
I prefer it myself but whats the point reinventing the wheel if what your after is a wheel with spokey dokeys :D (did you guys even have them things? (glowing bits of plastic you put on yer bmx wheels if you were very sad in the 80's))

doomer
July 10th, 2004, 10:40 PM
How's it going Envid?
Looking forward to seeing your sexy new site with some sexy new textures.

Envid
July 14th, 2004, 02:32 PM
http://www.nullparameter.com

Just click gallery to see what I have so far. Ill be adding new textures slowly but surely. The site isnt directed 100% to jdoom as it is more a personal site of mine that points to all directions of interest. So slowly but surely Ill have everything I am interested in, or is of interest to me Ill be adding to it.

As of the past week my girlfriend has been demanding all of my free time and work has me by the nutts so ill probably have very erratic updates, couple of days nothing and then boom, a bunch of stuff.

Most of the developement for the site has been just to make sure it isnt wide open for anyone malicious to gain access. Anyway, its not 100% up but ill be updating with new textures and new addons to the site as time progresses. Takes a bit of time to develop a site, make textures and try to hold a life.

doomer
July 15th, 2004, 12:28 AM
Very nice Envid - great detail esp the tekgreens.
Btw i notice some are upper case and some lower case - Isn't doomsday case sesitive to caps only?
When you get organised any chance of having the textures as packs in the download section ?- say 20 tex per pack - got the first 20 heh.

Envid
July 15th, 2004, 01:15 AM
nah, u can run straight lowercase. The reason the Retexturing project (not to be mistaken with JDTP) used uppercase was because it was easier to organize for them. Right now the gallery will support 25 textures per page. I plan on organizing the textures in their classes. IEL tekgreen, metal, floors, ceilings, whatever. I havnt really gave that part much thought considering the amount of textures I have. Also Im thinking about setting the gallery up for registered users only when I get farther down the road.

(I figure if I put time in to the textures, might as well have people take the time to slap a username and password in)

Chilvence
July 15th, 2004, 01:50 AM
Also Im thinking about setting the gallery up for registered users only when I get farther down the road.

Hmm, why would you do that? It makes sense to only allow registered users to post/comment etc, but I always lose intrest in a site if it wants me to register just to look at it. You dont want to scare people off, huh?

Envid
July 15th, 2004, 02:31 AM
for one, I havnt decided just yet, hence why anyone can really access it. 2: I seriously doubt Id "scare people off", although i can hope! 3: once the texture pack is complete It will not be a small download.... Id rather scare people off than sucking my bandwidth on the site for a few hours trying to download all the textures. Ill be keeping an eye on my bandwidth and make the decision once i have an idea about what im looking at.

Envid
July 17th, 2004, 10:52 PM
Reminder to people that use the textures on my site:

If there is some sort of error with a specific texture let me know. Most of the textures I dont look at "in game" so there is a strong possibility there will be an anomoly that I have yet to think of.

thanks

Chilvence
July 17th, 2004, 11:18 PM
Most of the textures I dont look at "in game"

Heh funny that, I've barely looked at any of mine in game either. I did give Episode three a quick run this morning, but that was more because of an urge to go on a berserker killing spree (I didnt make it past house of pain....)

Xabora
July 19th, 2004, 03:43 PM
Reminder to people that use the textures on my site:

If there is some sort of error with a specific texture let me know. Most of the textures I dont look at "in game" so there is a strong possibility there will be an anomoly that I have yet to think of.

thanks
Your FWATER Texture looks a little... odd in game.
It has a clean tiling effect in which you can see, also
It goes from a swirl effect to an almost stright line effect.
Looks great just needs a small fixin.


Still *thumbs* on the excellent work!

DaniJ
July 19th, 2004, 03:55 PM
That reminds me; Texture Maker (http://www.texturemaker.com/) totally 0WNS for making animated textures. It even has a built in caustics textures and can render particles to a seamless animated texture (very highly recomended).

HERE (http://www.texturemaker.com/vid/caustics.mpg)s a sample (mpg).

Evil Incarnate
July 19th, 2004, 03:57 PM
Envid, excellent work on the textures, they all look superb :D
I have one small comment about the bfall textures...The top and bottom of the texture do not match up when there is a blood fall that requires multiple instances of the texture. Map25 of Doom2 is a good example.
Keep up the excellent work *thumbs*

Chilvence
July 19th, 2004, 03:59 PM
Neato, I've got my water texture right there :)

Envid
July 20th, 2004, 04:29 AM
Your FWATER Texture looks a little... odd in game....

Yea i noticed the tile effect. Unfortunately I have 4 frames to play with and tiling water is relativley new to me but ill see what i can do on fixing it up a bit.

Danny Ill check in to that tile plugin, I have one myself but it is relativley limited on what it can do, but it did tile the water (needs polishing heh) and the sky (looks seemless)

I was worred about the top and bottom parts of the blood not lining up when I was making the texture. Ill check it out and see what the dealeo is. THANK YOU FOR GIVING ME THE LEVEL WITH THE TILE THAT IS WRONG

I hate running through level after level looking for a specific texture. Just makes me wanna rename the bad tile to tekgren or something.

Thanks for the feedback guys, Among other things the satyr, lion, and gargoyle switches will be shrunk down about 10-15%. They seem a bit larger. also with bigdoor6 or 7 (one with the skulls and minotaur head) i plan on working on the minotaur skull a bit. Most of the door from the retexturing project look pretty good and it would take me hours to even compete with some of the detail they put in to it. Most of the textures that I do are for the sake of "hey i can do better than that in about 30-60 min, ill just slap it together and away it goes" so I doubt Ill try to be cranking out a texture that looks pretty good for the sake of making it with my label under it.

Chilvence
July 20th, 2004, 04:34 AM
I think if you're reworking the cyber skulll, you want to put the eyesockets looking away from each other. The title pic is probably a good reference to go by.

Envid
July 20th, 2004, 05:30 AM
yea i was burned out on the modeling portion so i just slapped it together to see roughly what he would look like, the blood fall tiles a bit better up and down now, but ill have to fix some speed differences with the top and the bottom parts of the texture.

njbair
July 20th, 2004, 09:23 AM
Wow, this whole pack is coming together very nicely. I'm particularly impressed by the speed at which you're producing them. I wonder if the original DOOM artists were that quick. Then again, they probably had to decide what the textures would look like too, whereas you're simply reproducing higher-quality versions. Either way, they're looking really impressive.

Dani, that sample mpeg is pretty cool too. Would it be possible to increase the number of frames that Doomsday animates for the water, lava, etc? Isn't it just a setting in the deds somewhere? Because that would be really cool.

DaniJ
July 20th, 2004, 10:44 AM
Yes you can but only really in custom wads. You could create a new wad with eg 16 frames in then edit the texture groups set in a ded file. However this would break any wad with custom water textures of course.

Envid
July 20th, 2004, 01:25 PM
Im curious if there is a setting for the lights to be reproduced with high quality textures, eg: removing the water texture you will see a glow on the walls that is pretty cool but is not seen by using a texture.

DaniJ
July 20th, 2004, 01:38 PM
I'm not sure I follow Envid, can you describe it better? (or post a pic)

Envid
July 20th, 2004, 05:35 PM
http://www.nullparameter.com/glow.jpg

LOL

god im a smart ass

Chilvence
July 20th, 2004, 05:39 PM
Strange. That shouldnt be happening...

Envid
July 20th, 2004, 05:48 PM
shouldnt be happening with jdoom? or with my comp? Im running with an ATI Radeon 9600 with disabled SGI mipmap, re-enabling sgi mipmap doesnt help. Direct3d mode or Opengl both produce the same results.

DaniJ
July 20th, 2004, 06:47 PM
Yep that is odd. I'll download em and see if I can spot the problem.

jls23
July 20th, 2004, 10:56 PM
Hey Envid, I didn't read all of this yet, but how do I get your water textures to work? I saved them to by Data\jDoom\textures folder, but they didn't replace nothin' and I still get the textures from the D2RTX Project.

Envid
July 20th, 2004, 11:44 PM
Flat-Fwater1.png
Flat-Fwater2.png
Flat-Fwater3.png
Flat-Fwater4.png

Make sure you didnt mis spell them

Harry
July 21st, 2004, 12:43 PM
Hmm, I don't really like your water texture, but whatever floats your boat...
But the other textures are the best I've seen :D

Grimm
July 21st, 2004, 07:15 PM
Yeah the glow is removed with all the hi-res flats. Pisses me off bigtime.

Envid
July 21st, 2004, 07:38 PM
most of the textures (if not all of them) will be polished up later.... The ones that look good are usually ones I spent more than an hour on to get the details right. For the time being though, Im just slapping the textures together until they give a basic decent form and moving on to the next before detailing and fine tuning them to appear more "real"

I could pull a "danni" and just hold on to the textures until release, but I think this method will work out for the better since many people will display their views and test the textures for anomolies.

jls23
July 22nd, 2004, 03:55 PM
Flat-Fwater1.png
Make sure you didnt mis spell them

I just copied them off of your webiste. I don't change the names at all.

Envid
July 22nd, 2004, 05:05 PM
If the other textures are working while you play the game im guessing you might not have them in the directory. Id double check to see if you have them there. Also a definition ded file might be conflicting, I dont know what addons you use or if a file may have been over-written. I guess its safe to say there is an error on your end and not mine (not to sound like a lil shit or something heh). You could try reinstalling doomsday, using another water texture, or checking if your using doom, doom2 or doom tnt. Ive heard people have had texture issues with other versions of doom. The textures I have tested for work with doom 2.

Envid
July 23rd, 2004, 03:03 PM
eh, just checking to see if anyone knows why the dynamic lights arent showing up

jls23
July 23rd, 2004, 10:34 PM
Here's an idea, but I myself am not a programmer or ANYTHING like that: Maybe the old water texture had a dynamic light "plugged" into it. Just a dumb thought though. Also, try to remember if you have installed anything recently, and try installing the D2 Retex project, and THEN install your textures. OH NOW I REMEMBER. You have to add your textures to one of those Doom#Lights.ded's. Or maybe it was DoomLights#.ded. I can't remember. you COULD carry them over from indrema's doom remake, or I could post them if I knew how. Or, Envid, you could have me e-mail them to you, and you could supply them in your downloads section at null parameter.

Envid
July 23rd, 2004, 11:57 PM
hmmm ill have to look in to indrema's doom remake, ive never heard of it. I have yet to get in to ded files but from what ive seen it is pretty straight forward, just have to understand the correct procedures. If you want email them to me at

rrutter@nullparameter.com

and ill add it to my downloads section as well
thanks for the tip!

As far as my own research on the matter goes, it is quite weird. The dynamic lights off the water do in fact render....they just dont render blue. Lights for specific textures (eg:exit signs, switches etc) dont render at all with the textures.

Right now im putting the textures on hold until I solve this dynamic lighting problem as I may not see imperfections in the design via the lighting. If anyone else is NOT having this problem could you post a screen shot of one of my light textures in game that DO in fact render dynamic lighting?

Envid
July 24th, 2004, 02:57 AM
Ok, I solved the problem. Ill have a custom ded file to go with my textures for the added dynamic lighting in my downloads section...I practiced one with my red light texture and it doesnt look quite right with the lighting so ill be modding them to go with the lighting invisioned.

thanks a bunch jls for pointing me in the right direction, helped me a ton!! heh was pulling my hair out getting new drivers for my video card and trying my geforce 4 card.

http://www.nullparameter.com/redlights.jpg

jls23
July 24th, 2004, 11:16 AM
No problem! Just happy I could help. BTW Doom Remake was a compilation of Doomsday, JDRP, the D2 Retex Project, JDUI, JDEP, Abbs' (I think it was Abbs) Sound Pack, DJ_Redlight's Music, Detail Textures, and different dynamic lighting and teleport effects. Indrema, however pulled it back, and he said he is going to be starting on another one some day. There is a project that he is starting in september, but nothing is know of it other than it's name. Could be doomsday, so it may be worthwhile to keep an eye on it at http://www.indrema.it. Maybe, Envid, he could include your Hi-Quality textures in his next Doomsday based project?

doomer
July 24th, 2004, 05:51 PM
Yes I remember using a similar ded - maybe from the infamous remake- I deleted it because with my old mx440 the framerate went right down - Using my new card it works fine - It is about the only thing that i've noticed that makes an fps hit though.

Envid
July 24th, 2004, 07:56 PM
I dont care if you use my textures as a background for a website. As long as it isnt used for acquiring currency. Yea i noticed when I added a few too many dynamic lights my fps dropped so im keeping an eye on it.

Xabora
July 24th, 2004, 09:20 PM
Too bad we can't have transparent bright textures to place on the textures themselves.

Envid
July 25th, 2004, 12:09 AM
why would u want transparent bright textures? If you cant play doom because you cant see the walls try upping the ambient light, contrast, gamma, or dynamic lighting.

Just giving some updates on the textures. Added a new album for light maps and a DED that utilizes them for doom realism. Nothing is more annoying than going through a dark hallway and lights just dont appear to be....well....on. I posted a couple of screenshots to show some progress in the matter. Im keeping other slower machines in mind while i do this, hence why im using lightmaps instead of just adding a zillion lights to a texture.

Images are 1600x1200 ingame shots.

http://www.nullparameter.com/doom2lighta.jpg
http://www.nullparameter.com/doom2lightb.jpg
http://www.nullparameter.com/doom2lightc.jpg

jls23
July 28th, 2004, 09:33 PM
I can't get them to work.

Envid
July 28th, 2004, 11:13 PM
What? the water textures or all of them?

DaniJ
July 29th, 2004, 12:00 AM
Glad to see someone else experimenting with Lightmaps. What you've done is similar to whats in the next jDRP.

Envid
July 29th, 2004, 12:06 AM
Well without your 2 examples with the imps i woulda been clueless. It also improves frame rate to utilize them....only drawback is if the tile doesnt "catch" the light it wont light up. I guess a drawback for performance and a note for future mapmakers to tile proportionatley. Although many good mapmakers do that already.

DaniJ
July 29th, 2004, 12:15 AM
No worries. I doubt skyjake originaly intended for them to be used for this (shaders normally do this sort of thing) but it works and like you say gives a decent speed boost compared to normal decor lights.

Sin4U
July 29th, 2004, 06:37 AM
Might I ask Envid to enable some texture filtering? If you cant run full trilinear (or better yet, anisitropic) filtering at a decent framerate at 1600x1200, then you probably shouldnt be running at 1600x1200. Especially for shots to show off textures. Trust me, it makes a difference.
Apart from that, it looks like you have some skill, and a decent plan, although I dont know how you are planning to continuiously touch up more than what is it, 600 textures? Still, compitition breeds improvement, so I doubt this is a bad thing. Still, you have the bones of a good pack here.
And DaniJ? I am dying to know where you got that creepy as heck avatar (and have been for ages) Props for the best looking avatar around. Err, sorry for the OT rantiness.

Envid
July 29th, 2004, 08:33 AM
The filtering blurs textures at a distance and is ewww to me...just a personal preference. I just like to see things crisp in the shadows. Here is an example, and its funny because turning on the filters improves my frame rate considerably...

http://www.nullparameter.com/linearshot1.jpg

BUT i cant see my keypad buttons and it doesnt do anything for textures up close. Notice how im closer to the lights and they are blurred out.

Details with the shot taken above was with linear filtering, linear mip, triple buffered, anisotropic filtering.... I disabled SGIS MIPMAP because im running an ATI Radeon 9600 and I get texture errors with skyboxes. If there is another filter I should run or any way to crank the most out of this doom port as in quality someone let me know.

Grimm
July 29th, 2004, 12:22 PM
Yeah I like my textures crisp too. Unfortunately my system can't handle it, and there's no I'm gonna play a 10 year old game with lag. :P It normally blurs for a reason ya know. :D

Hopefully I'll be getting a BFGTech GeForce 6800 GT OC 256MB soon. :)

Chilvence
July 29th, 2004, 12:54 PM
Anisotropic actually looks pretty good combined with the GL_NEAREST filter mode, you get that nice pixelness without the horrible moire patterns in the distance.

Envid
July 29th, 2004, 02:13 PM
what near mip setting? Ive gone through all the filters and looked closely at the differences, and even though the frame rate drops about 20 fps for no filtering, at the resolution the textures i use are at, there is really no need.

jls23
July 29th, 2004, 02:46 PM
What I can't get to work is the lightmaps. I put them in maindir/Data/jDoom/Lightmaps

Envid
July 29th, 2004, 02:47 PM
download the executable, it does all the work for u, although it is for doom 2 not doom 1. Im sure u can take the ded file from the executable and paste it in the doom1lights.ded

jls23
July 29th, 2004, 08:33 PM
Ah, okay guy. (joke) Ok thanx envid, the xecutable is a big help. I'll get back to you on whether it works for me or not.

jls23
July 29th, 2004, 08:50 PM
Nope. I been gettin' some snazzy new lights here and there, but nothin' like what you been boastin' in those fancy photo-graphs.

Envid
July 29th, 2004, 10:19 PM
i think i put a readme in there about how it was a bit alpha...meaning incomplete, even before you downloaded it. lol sorry that u thought i lit doom up like a christmas tree, as im using lightmaps to utilize the lighting and not standard dynamic lights which can dramatically reduce frame rate.

jls23
July 29th, 2004, 11:16 PM
I'll try to upload a pic. Hold on.

jls23
July 30th, 2004, 12:11 AM
nm dont know how. *drunk* I know it uses lightmaps; I'm not THAT stupid. But even when I turn off dynamic lights, nothing in particular stands out except for some static lights that I made sure appeared earlier.

Envid
July 30th, 2004, 02:45 AM
sounds like your not getting the effects that im talking about. Run doom 2 and turn ur brightness to -.30. and dynamic lights to 100. if the exit sign of level 1 of doom isnt lit, or some of the lights on the ceiling arent lit going down the hallway i suggest reinstalling doomsday.
btw, did u get those water textures to work? I mean the common denominator leads to you in this case.

Do me a favor and post a screen shot of doom 2 level 4 at one of the spcdoor3 textures, or one of the key colored doors like i did in my screen shots. Just incase you dont know what the spcdoor texture is, its the texture with 3 green lights horizontally and beside it is a key pad.

jls23
July 30th, 2004, 11:18 AM
yea i know what it is, but I don't have a clue how to post screenies, or find the ones that I take. Water textures do not work still.

DaniJ
July 30th, 2004, 03:33 PM
And DaniJ? I am dying to know where you got that creepy as heck avatar (and have been for ages) Props for the best looking avatar around.
Heh, I drew it. Thanks man I'm quite pleased with how it turned out. In fact you just inspired me to give it some lovin... now that I've got a tablet I'm able to do a better job.

jls23
July 30th, 2004, 06:26 PM
How in the hell would you give your creepy av ... NEVERMIND. I do NOT want to know. But anyways, whoever said that was right. You have pretty good artistic skills. Apparently everyone who does cool stuff in jDoom does. Actually I don't know about skyjake. Pretty good programmer, but has he done anything artistic...? OH YEAH!! He did the jDEP and jDUI. I guess my point still stands.

RANDOM THOUGHT: Dani your the only famous person I know of that frequently answers questions and stuff like that (except for Tripp of course :))

Chilvence
July 31st, 2004, 04:32 AM
Pay attention! Slide did the JDEP. The UI pack has about 15 different contributors, Me, Slide and Dani among them, plus alot of other forum goers (some of them moved on)

jls23
July 31st, 2004, 11:17 AM
OK, sorry. I didn't know. Didn't have to bite my head off chilvence.

Chilvence
July 31st, 2004, 09:51 PM
Oh come on, an exclamation mark wont kill you :p

doomer
July 31st, 2004, 10:04 PM
Yeh watchout - Chiv's exclamation marks leave the Baron for dead.

jls23
August 1st, 2004, 01:09 PM
Yer makin' fun of me, arntcha? But anyways, let's try to get back on topic.

Chilvence
August 1st, 2004, 11:00 PM
jls, dont take anything too seriously round here, theres no harm intended. Its just a little joke.

Envid
August 2nd, 2004, 07:02 AM
Ive actually been trying to make my first monster from 3ds to md2, im curious what I want my polycount to be around? Ive tried to go as low as I could with the Demon model since he is the one that bothers me most, but ive come to 1646 vertices 3144 faces. Can i go more? or do i have to shave some more off?

Harry
August 2nd, 2004, 07:07 AM
You're making monster models? sweet! Could you post some pics?

Envid
August 2nd, 2004, 07:10 AM
lol id rather not until he is skinned since it would hide alot of his imperfections, also he isnt completely done....i have some adjustments to do to him yet.

http://nullparameter.com/gallery/album07/demon.jpg

Envid
August 2nd, 2004, 07:13 AM
actually how he is currently looks 9000000000000000000 times better than the current one (to me)

Harry
August 2nd, 2004, 07:18 AM
I agree but it would look sooo much better skinned and when it is it'll look really cool knowing your artistic talent :D

Envid
August 2nd, 2004, 07:20 AM
lol well if i have to define his lower jaw a little bit more, fix his hands and feet and drop his head a little, and make the arm and leg objects a bit closer in proportion....lol i just want to get this md2 stuff to work.

DaniJ
August 2nd, 2004, 09:55 AM
Sorry to put a dampener on your Demon Envid but he's waaaaayyy to heavy polycount wise. He's about 6200 polys! You should aim for around 1000 at the VERY most. Not even UT2k4 uses that many polys on it's player characters and there is generally only 6 or so at max in view at any one time.

Envid
August 2nd, 2004, 10:08 AM
OMFG that is super gay!!!!!!!!!!

considering i thought i was being a bit low with the polys....but then again im used to doing cgi animations, not gaming models....ugh maybe i can find a poly reducer? damn i even had him boned up and ready to animate.

uhm.... i got him down to 869 vertices 1470 faces

There is no way in hell i can drop him any lower without some mad chopping

DaniJ
August 2nd, 2004, 10:47 AM
Model optimisers arn't the answer, they always turn your mesh into an absolute mess that won't deform properly. You still have around 3x more polys than you should have. Modelling for realtime graphics is an entirely different discipline from CGI stuff where the only consideration is how long it takes to render.

If you post some factet + edges and wire frame pics I could give you some pointers on how and where you can loose some of that weight if you'd like.

Here is a pic of the mesh of the new Imp (http://modelyard.newdoom.com/jDRP/ImpMesh.jpg)

He is only 748 tris.

Once you setup your smooth groups and create a skin you'll find that you won't need half the amount of polys.

Envid
August 2nd, 2004, 11:01 AM
http://nullparameter.com/gallery/album07/modelinfo.jpg

If you want the model ill send it ur way....but beware i kinda was in the middle of modeling him, not sending him out for production heh

The grey areas are where the bones are at but they dont render, I heard somewhere that md2 is not rendered via bone animation anyway so i was kinda lax heh.

jls23
August 2nd, 2004, 11:06 AM
Come on, Dani. Unless there is a hardcoded limit, let him use it. And if it works, Envid, release, and even if it IS really choppy, I'll still get it. I always trade performance for quality, like I did when I was into Far Cry.

Envid
August 2nd, 2004, 11:10 AM
well if he runs really smooth with dani's optimizations ill up his poly count til i find what is good for my machine or for others who have gaming machines This is the first time ive attempted a gaming model. So its not supposed to look "1st rate" LOL MINE LOOKS BLOCKIER THAN YOURS!

DaniJ
August 2nd, 2004, 11:16 AM
He can use if he wants, he doesn't have to get my permission or anyone elses. In a game like Far Cry is one thing, in Doom when you at times can face upwards of 40 monsters at the same time is another.

I'm not trying to be awkward. I'm trying to help.

Are you sure your demon is 1470 faces? He doesn't look it at all. Send him to me and I'll have a look for ya. One thing you really need to do is attach the limbs together.

Envid
August 2nd, 2004, 11:28 AM
i only attach everything after im done modeling each limb and get the details right. I just exported him how he was all chopped up like as an md2 and he is 1037 vertices, 1036 triangles......i didnt map him so im ignoring the billions of tex coordinates. Eh I dunno if u accept private messages or not dani, whats ur email i can send to?

jls23
August 2nd, 2004, 12:12 PM
ACtually Dani, isn't your demon model just a 1uped version of chiv's?

Chilvence
August 2nd, 2004, 12:44 PM
I made no demon model, you can thank the original Generations team for most of the old models, and Cheb for improving them somewhat.

DaniJ
August 2nd, 2004, 01:00 PM
Nope, all I did was create a (somewhat crappy) skin for him.

jls23
August 2nd, 2004, 01:23 PM
That's what I thought you did, but the skin wasn't nearly as bad as the original.

Envid
August 3rd, 2004, 11:59 AM
K well my first model is working and recognized under doomsday although i still have to make the death md2 for it since im using the old DED file before i optimize for a better production. Good news, At 3200+ polys my frame rate didnt drop as much as i had feared at all. In fact i doubt you will be able to tell. My skybox textures/dynamic lighting have ALOT more of a resource damper than a screen filled with demon models that i used in tricks and traps map with all the demons in 1 room (also brought from the top ledge). So if anything Ill be "increasing" the polycount rather than decreasing.

Actually giving thought and consideration to others ill leave it at 3200. My fps average was 80 fps without the demons, then when they all filled my screen it dropped to 50 average. Which i can bump up the detail quite a bit but I think it would only frustrate other gamers. Im optimizing this for an average machine considering i do have a spare XP 2200 machine with an ati radeon 9200.

So as long as your running p4 1.7 ghz with a decent 3d card you wont have speed dampers. This is just a basic platform Im optimizing for.

jls23
August 8th, 2004, 04:52 PM
Oh envid, just so you remember that demon needs to be more pink, and don't forget the 3 yellow stripes on each shin.

Envid
August 8th, 2004, 05:15 PM
oh yea the skin needs alot of work, he is gonna be more pinkish-grey... Ill add a bit of grey for the realism to emulate a fake translucense of skin. Im also undergoing a 3rd revision for this demon. Ill probably have 4 or 5 stages before im happy with it. 3rd revision is actually coming along. This one is actually down to 2200 polys. I get alot of cleaner details modeling super high res and then optimizing from there instead of making a bunch of boxes and spheres that look like ass.

Here is a comparison

http://nullparameter.com/gallery/album10/compare.jpg

there are comments for a reason though, shame not many put input.

Xabora
August 9th, 2004, 02:26 PM
Hmm... just a thought.

What if Skyjake could optimise the game engine to handle more polys, thus allowing higher quality models...
or... MD2s might be that resourse hog then. :(

I dunno... I've never done ingame models...
I only do AutoCAD models n such. (Buildings and... Mechniacl parts)

Actually my last project was for a new cooling head for a processor.
Nifty idea too for the head.

Envid
August 9th, 2004, 05:19 PM
there really isnt too much of a resource damper on the polys. For my machine I usually drop 10 fps per 1000 polys. So an extra 1000 polys doesnt really make a difference. I would sacrifice the speed for quality but not to an unplayable level. I wouldnt mind dropping to 1024x768 all filters and a steady 35 fps for quality.

DaniJ
August 9th, 2004, 05:42 PM
there really isnt too much of a resource damper on the polys. For my machine I usually drop 10 fps per 1000 polys. So an extra 1000 polys doesnt really make a difference. I would sacrifice the speed for quality but not to an unplayable level. I wouldnt mind dropping to 1024x768 all filters and a steady 35 fps for quality.No comment.

Envid
August 9th, 2004, 06:51 PM
lol if u getting in to the specifics i would be more accurate to say 10 fps per 8000+ polys but i added the padding for only 1 monster

DeadMan
August 10th, 2004, 12:05 AM
Hey Envid, do you have a texture pack available or is it in the development stages still? Just curious... *winky*

Envid
August 10th, 2004, 05:33 AM
http://www.nullparameter.com

And i plan on actually making it a bigger project than i originally thought of. Go to the gallery section and u can see what work has been done and what is being done. Pretty much keep it up to date daily.

jls23
August 10th, 2004, 10:28 PM
Yeah what I like about your gallery is that you can actually DOWNLOAD the textures, unlike the jfiles, where there is no apparent way to download their textures.

And envid make that nullparameter url your sig so you don't have to type it every time.

Chilvence
August 11th, 2004, 07:42 AM
Er.. you can download anything on a page that your brower can display, just right click it

Grimm
August 11th, 2004, 08:44 AM
Um, yeah, really.

jls23
August 11th, 2004, 10:43 AM
But it's too small and it's always called album_pic#

Envid
August 11th, 2004, 12:02 PM
yea that is an issue that should be fixed. The album# saving when u view a photo

As far as updates ive gone through too many issues trying to make this demon look right so im really just uv mapping the 2nd revision more accuratley. Im going to stick with the 2600 polys it is now. The skin will be 1024x1024... and i may increase it's size but it shys away from danni's cartoon look. no offense. Shaders would definitley help with the over-all appearance of the models considering i have to draw those in. Im not a game developer so its taking a bit of getting used to.

jls23
August 15th, 2004, 11:45 PM
"Cartoony" look? I never thought his demon was cartoony.

Envid
August 16th, 2004, 09:43 AM
well the skins are what im talking about. Not the model itself. You will understand what i am talking about when i actually get around to editing the skin of my own model instead of using it as a base. Although if Jdoom had shaders now im sure it would be clear.

DeadMan
August 19th, 2004, 01:40 PM
Envid, your work looks great! I can't wait to see your texture pack in action (with you and Chilvence making so many high quailty textures I can only imagine you will be done soon)! *thumbs*

jls23
August 23rd, 2004, 08:40 PM
In Feb 2005: New Cel-Shaded jDoom Models!!

Envid
August 29th, 2004, 06:13 AM
sorry guys, ive been busy with work trying to keep bills up to date etc so ive had less playtime and what little i have had has been with my girl so been a bit. Also been playing a bit of doom3 when I can. I suggest you get it ASAP if u have a surround sound system....whoa can be a bit creepy heh although the darkness is a bit annoying and lost it's scare appeal after the 2nd alpha labs area.bleh

Anyway Ive completed the Demon model (as far as i know) and put it in my downloads section. The model is 2351 and despite everyone complaining about polys or what not, I could easily use 3ks and still not have a noticeable damper on performance. Like everything else I create it may be complete but does need polishing. I was pretty tired and lazy when i rushed some of it but regardless it will work for now and isnt annoying me like the old one.

jls23
August 30th, 2004, 01:04 PM
I suggest you get it ASAP if u have a surround sound system....whoa can be a bit creepy heh although the darkness is a bit annoying and lost it's scare appeal after the 2nd alpha labs area.bleh


Yeah especially if there is a doorless entrance to a dark room behind you, one that doesn't have any windows at all. I am paranoid, FYI. *crazy* I don't like mirrors. I shall never know that pleasure. *cry* (having 5.1 surround sound) *cry* Oh well headphones work fine with a good soundcard. :)

I will *cry* if I don't *drinky*

^^^^^^^^^^^^^^^^^^^^^^^^^^^
That was a joke, like a picture/text hybrid joke.

Envid
September 10th, 2004, 01:24 AM
Ive removed the registration bar on some of the higher res textures until i get some issues resolved. And yes.... i do plan on fixing the hi-res tekgren anomolies and thanks for the constructive feedback, helps me hone in on alot of issues that i dont see when i create them.

Envid
September 13th, 2004, 05:27 PM
Ok, site should be without bugs now. Evidently when I enhanced some of my smtp security features such as disallowing relays I had it locked up so tight that my local host couldnt relay heh. Problem resolved. Also amongst other things Ive added some pics of what progress im doing with md2s as far as getting the hang of things. I guess Ill have to live with the uvw mapping issue and work through each nightmare heh.
Over the course of this week Ill be adding a smaller size for people's convenience so that people can use either the hi-res texture or the lower sized antialiased one. This should help solve the issue of texture size.

Like always thanks for the comments/critique as Im always looking for the issues at hand.

jls23
September 13th, 2004, 05:28 PM
Models are looking good, envid.

Envid
September 13th, 2004, 05:50 PM
yea but i dont wanna go back to that demon model catastrophe heh

jls23
September 13th, 2004, 05:58 PM
Well, I won't insult your demon. It was, "unique". Better than anything I could model.

Envid
September 13th, 2004, 06:00 PM
*cough well its not done but im going to take a lonnnnnggggg break from it

jls23
September 13th, 2004, 06:04 PM
Good Idea. Best leave that to dani for a while anyhoo, so that you can improve on his when jDRP v1.1 comes out.

Envid
September 13th, 2004, 06:45 PM
I dont use other people's models for the simple fact that I dont want to corrupt someone else's work. Even though a model may look better using a different skin id rather not do that. Besides its better practice to start from scratch so no one can say I utilized their work.

Only way I would even consider modding someone else's stuff is if they gave me their permission or asked me to.

jls23
September 13th, 2004, 07:40 PM
I meant make one that looks better than his, not mod his.

Envid
September 13th, 2004, 07:46 PM
lol it would take alot more practice to even get close to his quality although i see alot of flaws with the old pack that i have corrected myself with some of the item models. Only problem though is i still see flaws with my own models that drive me up the wall, especially since im limiting the polycount i have alot more respect for low poly modelers who make stuff look good.

jls23
September 13th, 2004, 08:09 PM
Doesn't mean you have to be oneof them.

I'm off to bed ppl. Cya all tomorrow.

Envid
September 14th, 2004, 08:15 PM
true but a 75k poly model would hardly be useable.... Ill definitley be increasing polycounts tho... just for the simple fact that people with higher end machines shouldnt be penalized. As long as it runs playable on my spare comp (1.7 ghz Athlon /geforce 4 mx 440) then I think it will target people with decent gaming platforms.

As far as my barrel goes.... there is no question about it, it will have rings and will not have an alternate for slower machines. If people's machines can handle the dynamic lighting resource hogging then they can handle a few extra polys.

Catsy
September 14th, 2004, 08:27 PM
That's all well and good, but you should probably be more conservative of polys on the monster models, since many many more of them will frequently be visible at once. There's already certain large maps for which I have to turn off monster models (I have a 1.0 ghz Athlon with the same video card as you), and I have no desire for that number to skyrocket. :>

Envid
September 14th, 2004, 08:34 PM
My developement machine has a bit more punch.... i only use the test one to see what it looks like on an "average" machine. None of my monster models would exceed 3k polys since my spare seems to bog with higher res skins. This is if i consider even doing any other monsters besides the demon model since he is the only one that needs major work.... although mine needs work i dont like modding someone else's work. Hell i may just make an "all-in-one" pack since all the packs are scattered by different people. lol thats one huge project but i have already made a dent in it so i dunno, ill just see how it goes.

Envid
September 15th, 2004, 04:23 PM
Well i guess im gonna have to double post but here goes...

due to the fact ive had a jump in registered users ive locked the downloads section to registered users only.... sorry guys the textures will remain open though.

I have released a sudo-md2 pack for jdoom. This pack is targetted for DOOM2 only. So dont cry because certain things dont show up. I have included in it the skysphere i had problems with before. The sky sphere allows alot more dynamic properties a skybox could never do with the speed and accuracy a sphere could. This also also antialiases better than a box which will alias them to hell. Keep in mind im still experimenting with rain and lightning effects at the moment but u can see what i have at this time.

various other models are included that are in my gallery section that i have released. If you download it, your feedback is much appreciated.

If you dont know about the site its at
http://www.nullparameter.com

as ive noticed some people are still clueless i even had a site lol :P

Evil Incarnate
September 15th, 2004, 09:06 PM
I tried to register, but I get no confirmation email *ugh*

Envid
September 15th, 2004, 10:17 PM
well i checked it a few times and people are registering unfortunatley still....
According to new users still registering it seems that it does indeed work. check ur junk mail....
i deleted ur temp request since it was the only one in my database ..might have been a fluke.

this isnt a ploy to get registered users but utilize the ones i have for the testing. I notice people who are registered are a bit more active in giving me feedback, flaws, and suggestions to anything i do which is much appreciated since nothing will change without it.

Evil Incarnate
September 16th, 2004, 07:16 PM
I guess I will just keep an eye out for new or updated textures then. Good job on them btw *thumbs*

Envid
September 16th, 2004, 07:23 PM
thanks, right now im working on some tutorials for people interested in 3d modeling and texturing... Im sure other people want to know how they are done so Ill be doing a few wmv tutorials.

doomer
September 16th, 2004, 10:57 PM
Nice new modelpack E.
A few observations/suggestions
1. sky very nice - great animation - precaching takes much longer even on small levels like doom2 lev1 - i guess this is due to your monster size sky textures?
2. Pickup models all show up well although healthkit sometimes has a yellow line around it (usually when the background is darker).
3. Shotgun doesn't appear in Doom2 but works fine in Doom1 - pistol shows up in both.
4. Pinky has vanished altogether - can still hear him though.
5. I see that you have changed the directory structure.- Great for testing but when people want to mix modelpacks - i.e some from jdrp and some from np it gets complicated- esp with ded definitions - Perhaps at beta stage you could keep the standard doomsday structure but have the models in a .pk3 or series of .pk3's so that it is easier to customize - Also it makes it easy just to place the models in the jdoom/data/auto directory .
Good work

Envid
September 17th, 2004, 09:27 AM
ah good obs... ill definitley check into that. I removed the pinky model because of the size i would save. When i hit beta stages Ill mix them in to pk3 files but for now it will stay in it's developement stage with the "NP" directory structure. This will change to more of a pk3 file system but still in the NP directory. As far as the shotgun working for doom 1 and not doom 2. I have yet to see an issue with this using a clean install of doomsday and installing the alpha pack on top of this. Perhaps someone could see the error in it as i have yet to.
Thanks for the comments though ill definitley check out the medikit model and see what the deal is with the yellow.

When it is completed I will not use the standard doomsday procedure. I used a different structure so that my pack (when it is done) would not conflict with the official releases.

Evil Incarnate
September 17th, 2004, 10:06 AM
I found my problem with registering...I had my junk mail folder set to delete everything without asking me first *whatever* ...Sorry for the trouble Envid

Envid
September 17th, 2004, 10:39 AM
np evil.... im really impressed with the amount of feedback ive gotten through doing it this way though. Thanks guys, will definitley work out some of the bugs :P

xtremeneo10
September 17th, 2004, 12:47 PM
Hey Envid not to bother you with trivial stuff, but I have a question for you. I accidentaly put my real name "Rob" *as my nickname instead of "xtremeneo10". Could you make this change for me? *uhh* on the Null Parameter since it is your website.

p.s. I like what I see so far on there envid, very nice *laugh*


Thanks,
xtremeneo10

jls23
September 17th, 2004, 12:54 PM
Heh, we all know now anyways, so why do you care?

Envid
September 17th, 2004, 01:52 PM
Hey Envid not to bother you with trivial stuff, but I have a question for you. I accidentaly put my real name "Rob" *as my nickname instead of "xtremeneo10". Could you make this change for me? *uhh* on the Null Parameter since it is your website.

p.s. I like what I see so far on there envid, very nice *laugh*


Thanks,
xtremeneo10

I changed it exactly to the xtreme name

Jaquboss
September 17th, 2004, 02:02 PM
Most of that stuff from your page is nice , but very Bumpmap based... now I see that it needs it...

Envid
September 17th, 2004, 02:03 PM
yes but the textures are "baked" so the rendered spec/bump mapping will be seen in the game. I wish that jdoom would support bump and spec mapping for that very reason.

jls23
September 17th, 2004, 02:19 PM
Yay! you took my advice from a while back and made nullparameter your sig! :D

Envid
September 17th, 2004, 02:21 PM
lol yea im getting more hits by 3d developers right now than for jdoom so ive been shifting a bit of focus for the time.

doomer
September 17th, 2004, 02:53 PM
. As far as the shotgun working for doom 1 and not doom 2. I have yet to see an issue with this using a clean install of doomsday and installing the alpha pack on top of this. Perhaps someone could see the error in it as i have yet to.
.

Tried a fresh install of 1.8.2 with only the MODELS NPEPa01.exe installed - still no shotgun in doom2 -doom 1 ultimate no problem *drunk*

Midnight
September 17th, 2004, 03:27 PM
Oddd... showed up in D2 no problem...

Envid
September 17th, 2004, 03:31 PM
hmmm it showed up for me, and ive done 3 seperate installs of doomsday.... the pinky model doesnt show up, u have to get rid of the pinky.ded in the np defs. Im liking dani's way he packaged his pk3 files. No one else has it so that it wont conflict with other packs like his is. Im trying to do the same as well since i think throwing it in the auto folder is kinda a last ditch effort.

this really isnt a release, its more a mark at how things are coming along. so please excuse the developement-scattering until its in beta stage.

Envid
September 28th, 2004, 01:43 PM
I forgot who asked, but I have resurrected a few of the Bigdoor textures my style.

just so u dont want to waste your time....

http://nullparameter.com/gallery/album05/Bigdoor2_001.sized.png

jls23
September 28th, 2004, 01:48 PM
WTF!? Dude, sure, it's better than I can do, but FOR THE LOVE OF GOD MAN! I still like it, but it's still not as good as your old ones!

Envid
September 28th, 2004, 01:49 PM
I never had an old one lol. and to be honest, in my opinion I have yet to see better. Sure the red needs to be cleaned up but for the time being it will do.

Even if you dont agree, there are other textures.

jls23
September 28th, 2004, 01:53 PM
I mean your new style. It pales in comparison to your other ones. Just like my l33t_d00d alterego on nullparameter said, your new ram's head marbleface looks really bad compared to your old one.

Envid
September 28th, 2004, 01:57 PM
I had more complaints keeping it that way, and believe me i tried to make it work but it didnt happen. I chose instead to do what the gamer's asked and make it more like a demon trapped in the marble instead of etched marble. You were outvoted thats all.... lol u didnt list a comment to keep it either.

Also compare my old style Bigdoor1 with Bigdoor2..... Its alot sharper and more detailed. If people would rather me go back to my old method of texturing Im sure i would have heard about it.

jls23
September 28th, 2004, 02:01 PM
Bigdoor 1 was obviously done the same way as your new ones.

Envid
September 28th, 2004, 02:07 PM
Bigdoor1 was the old style guy.... and the new tekgrens were done with my new style.

The issue here is that the marb faces, switch textures, and gsfont faces arent as sharp because im experimenting with trying to get the best results without actually physically modeling the damn things. It will take a while before I get it right, since if i sharpen it, it will look drawn.

Also that marbface u liked so much was new style. Im fading out the older style and slowly replacing them with a bit more of a detailed look to them.

What about the pipes? lol check out my old tekgren pipes and compare to my new pipes. Im telling ya man. There is alot more detail in the new ones than the old.

jls23
September 28th, 2004, 02:13 PM
Hm, well, I don't much feel like looking through hundreds of textures just to run a comparison. But dude, until you master sharpening, don't replace the old ones, because the old faces look better.

Envid
September 28th, 2004, 02:14 PM
lol the old ones are still there....except for the marbface one which i didnt like.

jls23
September 28th, 2004, 02:15 PM
...Oh... I see...

Each of them looks totally displaced from the wall. Is that marbface w/ the blood the original tex?

But lemme guess... you unwrapped the model of the wall?

Envid
September 28th, 2004, 04:16 PM
Unwrapped the model from the wall? I dont quite follow...

Also i made some minor changes of the lighting to enhance some of the features since they evidently lacked in game.... thanks to bishop for the testing help.

doominsanity
September 28th, 2004, 05:41 PM
Those new textures you recently created are amazing. I can't wait to see the final bumpmap of that bigdoor2 you have in progress. My prayers were answered when you made bigdoors 2,3,4. Keep up the good work bro!

jls23
September 28th, 2004, 06:16 PM
Unwrapped the model from the wall? I dont quite follow...

Also i made some minor changes of the lighting to enhance some of the features since they evidently lacked in game.... thanks to bishop for the testing help.

I meant you flattened out the wall model. Did you?

Envid
September 28th, 2004, 08:27 PM
I meant you flattened out the wall model. Did you?

No i was attempting to do it without modeling at all.... unfortunatley it will lack clarity unless i put more time and effort in to it. It was actually highly experimental.

Im glad u liked the new bigdoors although they need some major cleanup since they are raw renders and i dont feel like getting the bump map quite perfect since this game doesnt support it in the first place.

Id like to note that regardless of the face textures getting mixed results, i am experimenting and if u remembered before....the original modeled switches took several polishes before i got it right....in fact i think it took about 8 retries before they got to their current state.

Dont like them?

Get the official JDTP at
www.jfiles.org
Chilv, Dani, myself and a few others have contributed to it, which is really shaping up nicely.

jls23
September 28th, 2004, 08:34 PM
Is it new?

BTW after thinking about it, I guess I like the new doors, just definately not the new faces.

Oh well, off to bed.

doominsanity
September 29th, 2004, 03:25 AM
Would you consider doing some bumps for doom 3? Those bigdoors are already doom3 quality. The quality of those bigdoors overshadows the quality of some of your other textures. Do you plug your textures into your own maps for critiquing?

Envid
September 29th, 2004, 05:29 PM
yes the bump/spec map would work for doom3 although it would need to be smaller due to the resources doom3 needs.

doominsanity
September 30th, 2004, 02:42 AM
I notice that textures with heights and widths greater than 256 imported into Doom3 are distorted. What causes this?

Envid
September 30th, 2004, 04:29 AM
i havnt tried importing or exporting textures to doom 3 yet so i wouldnt know. Perhaps its a failsafe for people trying to import 256+ texture/spec/bump map.

doominsanity
September 30th, 2004, 09:55 AM
I had to chop the textures into 256x256 segments to get them to display correctly as shown on the door in the example pic.
http://ncol.net/fwbrooks/death_4.jpg

Harry
September 30th, 2004, 11:14 AM
cool, looks exactly like quake 3 :p

Envid
September 30th, 2004, 07:15 PM
if someone wants to make a doom2 mod for doom3 i have spec/bump maps for alot of my textures.

bodhi
October 1st, 2004, 02:37 AM
envid
i did try to use your pakages , but installing it seems to load no new textures running in jdoom ..
?

Envid
October 1st, 2004, 07:28 AM
uhm....

gallery has my textures.... none of those files are from my texturepack.

go to my site and click "gallery" then "Doom Textures"

Psykoman
October 1st, 2004, 08:54 AM
*bang*

Will you make hires texturepack's to Hexen too, someday ? *whatever*

Your tex is sooooo cool *thumbs*

PLEASE...Please...Please...

Envid
October 1st, 2004, 09:24 AM
i will never do hexen due to how shitty the game was in general.

but, due to the emails i get, i might start in on heretic, since i do have a love for the game.

bodhi
October 1st, 2004, 02:38 PM
so...
i have to dload textures one by one ??? and then put them after doing this tremendous job *squint* in the textures dir ?
nooo
there must be another way ... *cool*
*what* that's probably me , I'm an ass

Envid
October 1st, 2004, 11:20 PM
u can wait til i finish them and place them as a pk3 file.

bodhi
October 2nd, 2004, 02:22 AM
I'll try to get them 1 by 1 .

Envid
October 2nd, 2004, 04:15 AM
I think whatever tedious job you think downloading textures is....it is in no way a comparison to the time making those textures.

Harry
October 2nd, 2004, 04:18 AM
i will never do hexen due to how shitty the game was in general.
Dude, how can you say that? well, actually you could...(opinions not facts)
I think hexen is a great game :D

Ravey
October 2nd, 2004, 05:51 AM
Yeah, I used to love playing Hexen over a link(COM) cable when I was younger. But my brother isn't really interested anymore... ;_;

Envid
October 2nd, 2004, 05:55 AM
I think it had some neat features, but the maps sucked so hard as well as the weapons. I found more enjoyment with heretic. Hexen 2 or Heretic 2 was good when i deathmatched at a lan party. Some cheesey thief kept killing my ass with traps or something.

bodhi
October 2nd, 2004, 07:21 AM
I think whatever tedious job you think downloading textures is....it is in no way a comparison to the time making those textures.

this is sure thing
why did you bothered doing a massive job like this ?

Ravey
October 2nd, 2004, 09:23 AM
I remember playing a demo of hexen a few years ago, not sure I've played heretic 2 at all. I never got round to playing the actual games, I never played Duke Nukem 3D online either.

Envid
October 2nd, 2004, 12:28 PM
this is sure thing
why did you bothered doing a massive job like this ?

Enough people asked me to so I decided to undertake it. Heretic is not a definite, but i may do those next. Depends on the demand for them or not, no point in doing heretic textures if only a handful of people want them.

bodhi
October 2nd, 2004, 01:27 PM
so it is just for others' pleasure ?

Envid
October 2nd, 2004, 02:04 PM
Well, the rate i crank out textures is indeed because of other's... Also what good is releasing just a few textures? Besides.... the way the game is turning out is one style (and is looking pretty sharp i might add). Also all these packs are seperate. Ill just make my own bundle and release it. I will note that some of the textures/models/graphics will want to be replaced by the official packs so Im trying to keep that in mind when I develop the directory structure. Dani had the right idea about using kickstart instead of using the auto folder since I think official releases need to use it. Auto folder to me is more like to test certain things.

bodhi
October 2nd, 2004, 02:17 PM
indeed
I noticed your text/models have indeed a style too

I just downloaded the 200Mb doom2 retext and just started reading the whole jdtp thread .
...really there should be a bunch more of people working at the different projects (deni' last modelling (1.1) job has taken too long and , even if it's been finished , I feel it should have been made faster because of its appeal - I would have laboured in if i had known about it before )

It's beautiful to think a doom remake based on this comunity starting job , and passion for doom -one of these days . Doom3 is miles ahead in graphic and sound dev. unfortunately it has very low contents as for gameplay and concept

doominsanity
October 2nd, 2004, 02:47 PM
Envid, we thank you very much for all the work you have done with your textures. In my opinion, you are saving us from that miserable jdtp pack. A lot of textures in it do not tile correctly. The marble textures make me f*ck'n sick!

Envid
October 2nd, 2004, 04:49 PM
well not all of my textures tile correctly but are playable (my laziness), and i know about some of the issues with artistic textures.....then again the pack isnt complete either. I think chilv really does some good work with the textures personally. He really is the only artist i have come to see do some really good quality textures besides dani of course.

As far as the model pack, I am in the beginning stages of it and have yet to learn the ded strengths and weaknesses so it will take a bit of experimenting before i can do the dynamics dani does with his. Although looking at his ded files help me understand how he does things. Id rather go with a realistic perspective instead of a detailed comic strip. This is a bit more difficult to incorporate than to say as i have come to respect people who do the quality with the current engine's renderability.
I actually incorporated my own clever method of doing a transparent bottle for the health potion.

Thanks guys for the compliments, comments and feedback, im always looking for constructive criticism, most of the ideas brought to me have been incorporated.

bodhi
October 2nd, 2004, 05:12 PM
someone would mind taking some shots of the game running envid's textures ?
I'd like to see how the texture look in the game..
thanks

doominsanity
October 2nd, 2004, 05:52 PM
Here ya go pal.

http://ncol.net/fwbrooks/doom2-000.jpg

I love that bigdoor! *drunk*

Envid
October 2nd, 2004, 09:46 PM
http://www.nullparameter.com/envidtext1b.jpg
my fav.... heh

others.....
http://www.nullparameter.com/envidtext1.jpg
http://www.nullparameter.com/envidtext2.jpg
http://www.nullparameter.com/envidtext3.jpg
http://www.nullparameter.com/envidtext4.jpg
http://www.nullparameter.com/envidtext5.jpg

as for my own UI im developing i just slapped some renders of the models i made so dont get em in a bunch about how they arent in my pack yet.... i have enough tedious things to do besides aligning a UI most people will probably dismiss.

jls23
October 2nd, 2004, 10:06 PM
I don't know, in that attached shot above, the textures seem a little too.... dark. Maybe brighten them a little?

EDIT: Upon further inspection of my statement, I correct myself with: Just the textures in the room the Doom Guy is in.

Envid
October 3rd, 2004, 04:44 AM
chances are i wont brighten any of them....maybe the metal textures but not much if at all.... if u have brightness issue u need to correct it in the game or take photoshop and edit the brightness on them. They truly are what i would want them to be (envid's pack) and will not be changed. Also, these shots are from my gamma and contrast not yours.

bodhi
October 3rd, 2004, 05:12 AM
thanks for the shots

http://www.nullparameter.com/envidtext5.jpg
any chance to smooth down a bit those plastic like blues ?

Envid
October 3rd, 2004, 08:24 AM
it looked from my perspective the light coverings to be plastic....just my interpretation

jls23
October 3rd, 2004, 08:27 AM
I haven't tried those textures in-game. I was referring to the picture.

doominsanity
October 4th, 2004, 05:31 PM
Whatchya know good thare boy? Doomguy fixed er up a rigt a pertty fer ya! Go a git a move on thare slick and a looky agin.
Just having a little fun. *monkey*

DaniJ
October 4th, 2004, 07:37 PM
Very nice work Envid, looking really swank.

Personaly I don't think the electric symbols are lights though.

jls23
October 4th, 2004, 09:01 PM
I REALLY think this thread should be stickied.

Envid
October 4th, 2004, 09:35 PM
yea i agree the electric symbols are decals but i already made them look like plastic covers when i created the texture so i made a light heh. Personal preference i guess.

jls23
October 5th, 2004, 08:24 PM
Hey Envid - I MUST know what you use to make these.

But I think the lights look rather cool. Sure, doom purists may not agree (tho I don't know how, because this game didn't HAVE any REAL lights....)

Envid
October 6th, 2004, 02:46 AM
Macromedia Fireworks MX

jls23
October 6th, 2004, 12:07 PM
Ah, okay. Thx envid.

Chilvence
October 6th, 2004, 01:39 PM
Sweet, I was hoping someone would do those pipes again.

jls23
October 6th, 2004, 06:44 PM
Hey chiv, when the hell are you guys going to package those textures!? I mean, with envid, he posts them at the right size and right name, but there isn't any way to grab your textures. Sorry to sound rude if I did, I'm just getting quite impatiently inquisitive at this point.

Which reminds me, envid, I have a problem with your gate textures. It's not that they're bad in any way, it's just that I can't get them to work. I think you named them wrong.

Envid
October 7th, 2004, 01:11 AM
ew I just double-checked the names... evidently they had underscores where a dash was supposed to be... its fixed now.

dd_133
October 7th, 2004, 09:56 AM
Yo Envid is the pack complete? O_o

Envid
October 7th, 2004, 10:02 AM
lol cmon im an army of 1 here... no it is not complete just yet....also it is only targetted for doom 2 atm.

Xerxes
October 7th, 2004, 12:00 PM
Whoooa *jawdrop*
I have just seen the screenshots; Excellent work Evid *thumbs*

Envid
October 7th, 2004, 02:37 PM
Whoooa *jawdrop*
I have just seen the screenshots; Excellent work Evid *thumbs*

Well i just got done with the star textures and it seems a few others havnt seen my textures in action.

skysphere:
http://www.nullparameter.com/envidtext6.jpg

some of the star textures:

http://www.nullparameter.com/envidtext7.jpg
http://www.nullparameter.com/envidtext8.jpg

jls23
October 7th, 2004, 07:00 PM
Lookin suh-weet envid. Hey, are you planning to make any skypheres look twilighty? I think the depression of twilight could add to the atmosphere, but that's just my opinion. But still, looking good.

Envid
October 7th, 2004, 07:04 PM
im experimenting with weather effects right now, but the idea is to have several different skies for the skysphere.

jls23
October 7th, 2004, 07:28 PM
You should make this your job.

Envid
October 9th, 2004, 11:10 AM
hmmm seems this forum has been inactive so i guess Ill just a few images of what is going on with my Alpha pack after taking a break with some of the textures.

http://www.nullparameter.com/pack1.jpg
http://www.nullparameter.com/pack2.jpg
http://www.nullparameter.com/pack3.jpg
http://www.nullparameter.com/pack4.jpg

and TRUST ME you will like the explosion fx i made for the barrels. They even impressed me when i saw it in-game.

Catsy
October 9th, 2004, 11:20 AM
Sweet-looking! Any chance of a screen shot of the exploding barrels? :D

xtremeneo10
October 9th, 2004, 11:41 AM
Awesome job envid!! Even I have to appreciate the clean looking textures that you create!!!Keep up the great work!!

Envid
October 9th, 2004, 12:48 PM
looked better to get a few screen shots so u have an idea....
low res:
http://www.nullparameter.com/explode2.jpg
1600x1200:
http://www.nullparameter.com/explode.jpg

Xabora
October 9th, 2004, 01:46 PM
Oh man... DOOM1 & 2 has never looked so GOOD!!!

Harry
October 9th, 2004, 02:51 PM
Those barrels actually look like they have been bump and specular mapped... does it use a shiny skin?

I can't wait 'till you make a full release of all your models and textures all together:D *jawdrop*

Envid
October 9th, 2004, 03:22 PM
just a regular model, shiny skins seem to not do anything. I DID use another tactic that emulates specular lighting the same way my health potions work if u have seen my Alpha .02 pack.

Ravey
October 9th, 2004, 03:34 PM
Yeah, the barrel does look slightly shiny... The picture is pretty cool. The explosion seems really awesome. :D

bodhi
October 9th, 2004, 04:45 PM
how much time will will be wiating for a release envid :) ?

Envid
October 9th, 2004, 07:30 PM
well i dont usually like to have people waiting when ive done some cool stuff, so ill probably fix the pistol correctly and polish on some of my existing models/skins before i release.... maybe a day or so.

Nemesis
October 9th, 2004, 08:18 PM
I've been looking at this thread for at least a few weeks and I must say...you're doing a very impressive job, Envid. Keep up the fantastic work. I'll be sure to keep an eye out for any of your releases. :D

Envid
October 10th, 2004, 10:32 AM
Thanks for the compliments and everything guys, very inspiring. As far as the pack goes... before i release i want to get your opinions on the HUD remap for the pistol and the HUD repositioning of the shotgun and what you guys think. Also before I release im updating my light pack. I think Im going to merge the lightpack with the Alpha model pack since everything is slowly merging anyway. The lightpack is only compatable with my textures since I dont know the positioning and lettering of other's.

Here are some shots to look at to give you an idea.

http://www.nullparameter.com/pack5.jpg
http://www.nullparameter.com/pack6.jpg

Like i said, not going to release it unless at least the hud shotgun looks correct.

Envid
October 10th, 2004, 01:16 PM
Eh nevermind, i released what i have on my pack for now. Nonregistered users can check it out as well for 48 hours but I have to close it back up after that period for bandwidth issues. The pack was optimized for p4 1.7 ghz machines. So if your machine is a bit slower I dont know what to tell you.... wait for jdrp 1.1 :P

bodhi
October 10th, 2004, 01:20 PM
thanks
I'm the first to go :)

JLF65
October 10th, 2004, 11:00 PM
Just getting it now. Looks really great! Can't wait to try it!

Thanks for all the hard work.

bodhi
October 11th, 2004, 09:52 AM
*giddy* I'm playing with NPEP alpha 0.3 on a p4 2.6 but my card is actually that bad shit that is the intel 845g
640*480

also 3D daemons on *flip*... Envid i didn't know you were working-and-close-to-release 3d monsters model

the games run pretty good in close environment , then , some times it -drastically- drops to 1frames per sec ( this many times when there are open complex ambs on my system )

for ex. "the o circle" keep on drop to 0-1fps quite everywere , btw not playable on my sys

I'm in for trying your texts ingame envid , just waiting my new atix800 to arrive for it since my pc wouldn't be able to manage also them

Envid
October 11th, 2004, 10:21 AM
what kind of card u running with? The spare i test it on has a crappy geforce 4 mx 440 and it doesnt drop to 1 fps unless there are alot of dynamic lights. Or when the imp throws a fireball for the first time.

What is "the o circle"?

Also if there are any resource killers in the pack, let me know so i can remedy it for next release. Machine specs also help me.

bodhi
October 11th, 2004, 10:32 AM
what kind of card u running with? The spare i test it on has a crappy geforce 4 mx 440 and it doesnt drop to 1 fps unless there are alot of dynamic lights. Or when the imp throws a fireball for the first time.

What is "the o circle"?

Also if there are any resource killers in the pack, let me know so i can remedy it for next release. Machine specs also help me.

I'm re-playing after exiting the game and there are not several drops as before , just let me test a bit more ( no drops btw in 3 mins now playing level "o of distruction" )

no other packs on , using only npep ( btw daemons are not so well representing daemons but - i don't know why - i prefer these to the jdrp1.01 daemon model)

the "card" I'm running on it just isn't a card , is a MB w/intel845g on :(
the game looks good though

http://img.photobucket.com/albums/v176/boodi/doom2-001.gif

http://img.photobucket.com/albums/v176/boodi/doom2-008.gif

some artifacts ( probably due to my graphic chipintel 845g )
http://img.photobucket.com/albums/v176/boodi/doom2-005.gif

http://img.photobucket.com/albums/v176/boodi/doom2-006.gif
square blood texts
http://img.photobucket.com/albums/v176/boodi/doom2-004.gif

Envid
October 11th, 2004, 10:51 AM
oic, the daemon model is in beta stages, i just released it for now, there are alot of mapping errors in it as well as issues with the animation. I have an improved version in 3ds format but i want to make sure it is all correct before i even consider releasing it.

LOL what the hell is up with the rocket box? is anyone else having that issue?

bodhi
October 11th, 2004, 10:57 AM
they are special rocket box that comes only with 845g intel , I can't tell you how i feel when i get them *casper*

http://img.photobucket.com/albums/v176/boodi/doom2-006.gif
these are special medi pack , that gives you some invisibility also ( only a part of the body though )

Envid
October 11th, 2004, 10:57 AM
Ok i said a clean install, u just removed the JDRP's and put my pack in there. The square blood is because JDRP 1.01 uses square blood with an alpha overlay map. That pack is interfering with my pack so you will get unpredictable results.

eh... now u have me worried.... is anyone else having these issues at all?

bodhi
October 11th, 2004, 11:01 AM
eh... now u have me worried.... is anyone else having these issues at all?everything is from a clean install
doom2 wad in a clean dir , then doomsday 1.8.2 in , then NPEP 0.3a on
nothing else

don't worry i know it's only my graphic " card "
I posted these shots only to make the thread a bit more colored and to make some lol on my card *munch*

Envid
October 11th, 2004, 11:07 AM
u almost gave me a heart attack lol

DaniJ
October 11th, 2004, 01:04 PM
I doubt it's just your card, it looks to me like Envid is up to his favorite trick of using non standard texture sizes again /jk. Seriously though, without hardware acceleration that is what can happen if you use non standard texture sizes (or there is something wrong with the alpha data). I can't be sure as I have not had time to dl your pack yet Envid.

Envid
October 11th, 2004, 01:25 PM
lol i feel sorry for anyone not using hardware acceleration with my textures let alone my pack. I honestly didnt think that non-standard texture sizes would do that. I have to agree tho, the way my models are not being rendered seems like that would be the likely case. Im curious if anyone else has had this issue?