View Full Version : My Doom objects (for D3 mod)
BuddhaMaster
December 16th, 2007, 03:41 PM
No idea where to put this, so i will say it sliped out of my hands:
my doom objects in progress (http://buddhamaster666.googlepages.com/comfortabledoomnews)
and the picture for lazy-clickers:
http://img213.imageshack.us/img213/1885/candelabrarender7600polmc8.th.jpg (http://img213.imageshack.us/my.php?image=candelabrarender7600polmc8.jpg) http://img338.imageshack.us/img338/5927/candelabrasprite650zf7.th.jpg (http://img338.imageshack.us/my.php?image=candelabrasprite650zf7.jpg)
it has to be seen be someone and i'am happy about everyone *bliss*
http://img81.imageshack.us/img81/4166/candelbrarenderclosebehcs7.jpg (http://imageshack.us)
MR_ROCKET
December 16th, 2007, 06:30 PM
Very nice!, could you make a texture skin that will give a more polished brass look?
Which is one of the neat effects in the Doom3 engine, the shinyness of bumpmaps.;)
If not, as-is it still looks really cool. ;)
The last image is a bit to big for the forum, could you thumbnail it also please?
Also this topic needs to be here : http://forums.newdoom.com/forumdisplay.php?f=127 somewhere. ;)
FATAL
December 17th, 2007, 04:57 AM
Maybe the polycount is a bit high? At least the round parts look a bit too round.
Loads of those could cause some slowdowns, but what do I know? I haven't seen them in action.
BuddhaMaster
December 17th, 2007, 07:46 AM
Very nice!, could you make a texture skin that will give a more polished brass look?
Which is one of the neat effects in the Doom3 engine, the shinyness of bumpmaps.;)
If not, as-is it still looks really cool. ;)
The last image is a bit to big for the forum, could you thumbnail it also please?
Also this topic needs to be here : http://forums.newdoom.com/forumdisplay.php?f=127 somewhere. ;)
Thanks for all these comments.
1. Texture will get reworked. It has to, because actually i have no idea of how close to this look i can bring it to the Doom 3 engine (in-game).
2. One of the most important part to me is, the colors. It's clearly to see, that they are "offset" a bit. I gonna modify them to get to the real look at close as possible. Means looking like solid "crumpled" Gold-metal, but at the same time looks like "plastic" ;)
3. Thanks for showing me Doom3 forum, might be a good idea to move it there. Even if its not only about "Doom 3", but generally classic doom (experience).
Maybe the polycount is a bit high? At least the round parts look a bit too round.
Loads of those could cause some slowdowns, but what do I know? I haven't seen them in action.
Of course, polycount is extreme.. Some would call it "crazy". I have actually no idea how that wil affect the performance. My actually first fully converted/playable Doom map needed a ton of trigger/spawning tweaks to get it playable + when thes deco-objects come in to play it might kill one or the other PC. It gonna need some tweaking in the scripts for sure. Dont know how to realize that yet.
But who knows when i'am gonna be finished, maybe we will have Geforce 20'000 in these times. I can only assure that i'am highly motivated and get one new object every 1-3day's or anything else.
(Fact is: some day it will be possible to use all these objects. So, i will be prepared, at least ;) )
BuddhaMaster
March 21st, 2008, 05:01 AM
I made 1 new object for my "Hi-Def" Doom Object Re-Creations:
The Torch
http://img167.imageshack.us/img167/7043/torchblueoz4.th.jpg (http://img167.imageshack.us/my.php?image=torchblueoz4.jpg)
Please visit my page (http://buddhamaster666.googlepages.com/comfortabledoomnews) for the other colors and pictures ;) :
http://buddhamaster666.googlepages.com/comfortabledoomnews
MR_ROCKET
March 21st, 2008, 03:10 PM
Nice!
Does the flame animate?, well..I guess for that you could use Doom3's particle stuff..
Btw, I have a map for D3 I never finished
http://home.comcast.net/~mrrocket/maps_pageimages/littleupdate4_small.jpg
it was going to be a DM map but D3 doesn't get much play in DM, so I guess what I'm saying is I have some Doom2 texture theme resources partly fixed up, bumpmap'd and everything and would be fitting your models, If I managed to get around to making a single player map for this stuff, I'll keep you in mind.
Even though I see your fixing it up for Opencoop. ;)
BuddhaMaster
March 22nd, 2008, 04:56 AM
Nice!
Does the flame animate?, well..I guess for that you could use Doom3's particle stuff..
Btw, I have a map for D3 I never finished
http://home.comcast.net/~mrrocket/maps_pageimages/littleupdate4_small.jpg
it was going to be a DM map but D3 doesn't get much play in DM, so I guess what I'm saying is I have some Doom2 texture theme resources partly fixed up, bumpmap'd and everything and would be fitting your models, If I managed to get around to making a single player map for this stuff, I'll keep you in mind.
Even though I see your fixing it up for Opencoop. ;)
The Flame are two simple planar Flats. With a single Frame from a complete animated "Stripe" with 32 frames for the Flame = I could have it very exactly like this in game. But there is also a Glow and Bloom effect over it. So it would maybe look pretty plain ;)
That Map thing looks very cool ! But i only see a extremly small picture, have you a bigger?
But hey thats what i'am looking for, finally someone that thinks forward and try's to "offer" something to make look one thing better ;)
I would love to have a new SP map allways.
And if your map looks that good as what i can see i would love to give you the interior decos ;)
Love to see classic stuff
And yeah i try to get everything playable for open-coop.
Well g2g time pressure's on THX
MR_ROCKET
March 22nd, 2008, 07:35 AM
Well I don't have anything loaded up right now, d3 editor etc.
But at least here's a little bit better screenshot.
http://img148.imageshack.us/img148/9518/littleupdate38ta.jpg http://img20.imageshack.us/img20/6854/mrscary026zc.jpg
It's not much to look at although a little doom2 textures in the background.
I could build a map using these resources and go all Doom2 retrospect, granted it does take a little while to build a Doom3 map. ;)
Here's also one that was Wolfenstein influenced.
http://img360.imageshack.us/img360/3080/tmp16481ob.jpg
http://img360.imageshack.us/my.php?image=tmp14212zq.jpg
Sorry I don't have any better shots right now. :\
Kassman
March 23rd, 2008, 12:40 AM
Looks neat *cachap* . Mr_Rocket's dm map looks cool too. Makes me want to try making something with the d3 editor, although I have zero experience with D3 so I know it probably won't turn out too pretty XD.
MR_ROCKET
March 23rd, 2008, 04:25 PM
If I make something for this it won't have the platforms like the first shot.
It will look and feel like the original Doom, with updated graphics. ;) It will also take a bit of time because every texture I use won't be from Doom3, they will be updated from Doom2 or made from scratch holding 3 images and script per texture not to mention making a map. :D
The shots are around 2 years old now, and I'll have to take a refreshing course as well. :D
Also I'll need to do some final clean up/tests for my NDCP2 map first before stepping into this.
That's said, and if all goes well, it may be this time next year before I have a solid map for this.
PrimeviL
March 31st, 2008, 02:32 PM
Awesome work!
DaniJ
March 31st, 2008, 02:49 PM
I don't know what to say really. Some of these models are scarily similar to the ones I did... in fact, some look like they were actually based on mine.
CrazedImp
March 31st, 2008, 08:15 PM
Its models being based off the original sprites. Of course they will look somewhat similar to yours. How much different can you really make them? However I don't know if texture stuff is your work or not, but:
http://doom3.filefront.com/file/Doom_3_Reborn;82911
Don't some of the textures there look like they were directly ripped from the Doomsday high-res texture pack?
DaniJ
April 1st, 2008, 12:32 AM
Come now, you can clearly see that the torch for example was based on the model I made for the jDRP. The iron shaft uses the same texture, the ornate top piece is exactly the same but appears to have had a mesh smooth applied (due to the mesh design, you can see where subsequent pinching has occurred around the hole). As are the foetal skulls at the bottom of the torch (again with a mesh smooth applied).
The skull on the candelabra is one of my models also. It appears to be the skull key I made.
Also, the texture used to produce the normal map on the center of the tech pillar is obviously mine too.
Taking somebody else's model and then applying a bit of mesh smoothing and automated texture baking does not make the model yours.
Don't some of the textures there look like they were directly ripped from the Doomsday high-res texture pack?Looks like it to me.
EDIT: Actually, that candelabra IS my model. The only differences being the centre stem is modelled, the material has been changed and the DOOM3 candles plonked on top.
CrazedImp
April 1st, 2008, 02:11 AM
Hmmm they do have similarities, but the only obvious thing really are the torches. However I'm not exactly sure who the main texture artists/maintainers are for Doomsday, but they might be interested in seeing that mod I linked to.
KuriKai
April 1st, 2008, 02:24 AM
Chilv and I are the main artists for the jdtp, and I am the maintainer of it.
That site was dealt with over a year ago now
<<-Jimmy->>
April 1st, 2008, 02:41 PM
I think it looks kind of silly with the models in the all low detailed structures of the original dooms :p
MR_ROCKET
April 1st, 2008, 07:00 PM
Hmm, Dani are you sure you made these models?
If something like that is going on I sure as hell am not making a map to go with them..
Buddha is this true?, is there a way you guys could settle this?
Who made what, and what is going on here?
Aliotroph?
April 1st, 2008, 11:49 PM
Heh, these models look good on their own, but that is one ugly TC.
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