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New plasma shot
Hello i had previously made a plasma particle ded witch was good but not great. seeing the new doom trailer i revamped it and optimized it and i think it looks 10 time better. normally i would have screens but this just needs to be seen in game and not in a screen if you want to see it static i can do that but no screen.… -
Secondary missile attaks
hello again, this is another questions about the estructure of ded files. I triying to create a secondary or alternate missile attak, the monsters are a two forms of dead, i wana create a secondary attak for example a monster attak whit fire ball but later and randomly form launch a rocket. i triying to intruce in the… -
The particle effects I did
this is all the non compy destroying particles i have done going in order of name. Arch Shot #------------------------------------------------------------------# MODEL DEFINITIONS# Arach Plasmal ExplosionModelPath "data\jdoom\Models\Projectiles\ArachnoShot";Model { State = "ARACH_PLAZ" Scale = 1.1 Offset = 2 Inter = 0… -
The particle effects I did
this is all the non compy destroying particles i have done going in order of name. Arch Shot #------------------------------------------------------------------# MODEL DEFINITIONS# Arach Plasmal ExplosionModelPath "data\jdoom\Models\Projectiles\ArachnoShot";Model { State = "ARACH_PLAZ" Scale = 1.1 Offset = 2 Inter = 0… -
The Macubus Fireball
Header { Version = 6 }SkipIf -nofxmod# -----------------------------------------------# - MancFireball - by Dani J# -----------------------------------------------#------------------------------------------------------------------# STATE DEFINITIONSstate { ID = "FATSHOT1" Sprite = "MANF" Frame = 32768 Tics = 4 Next state =… -
Re: Doomsday Community Site - Your thoughts?
Nah there's nothing on the Wiki. You're wondering about a new MAP format... or something like that? I suppose all that, along with the new model format, is unplanned for a post-Deng2 addition. I.e. at least a year away :-/ The use of MD2's as static in-map objects e.g. bridge or building, it was discussed in NewDoom… -
The Macubus Fireball
Header { Version = 6 }SkipIf -nofxmod# -----------------------------------------------# - MancFireball - by Dani J# -----------------------------------------------#------------------------------------------------------------------# STATE DEFINITIONSstate { ID = "FATSHOT1" Sprite = "MANF" Frame = 32768 Tics = 4 Next state =… -
Caco Fireball
here is the caco Fireball i will try to get pic up asap. Let me know what you think.Header { Version = 6 }SkipIf -nofxmod# -----------------------------------------------# - CacoFireball - by Gordon# -----------------------------------------------#------------------------------------------------------------------# MODEL… -
Re: The Macubus Fireball
As I said before, 10 particles per "FATSHOT1" state is enough for the fireball effect like this. See my edited def and the screenshotHeader { Version = 6 } SkipIf -nofxmod # ----------------------------------------------- # - MancFireball - by Dani J # -----------------------------------------------… -
Re: The Macubus Fireball