my modding project...

JCAJCA
edited 2012 Nov 9 in Addons for DOOM
My idea for my project is to make some swampy & wet environment, some reptile player character, some monsters/aliens/demons for enemies.. and maybe have quite massive amounts of them.

I've been working on some textures.. So, here's some environment, brick textures and some kind of gameplay testing... and the textures are 1024*1024 resolution.

no monsters:
http://koti.mbnet.fi/jeejeeje/wip/env_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/env_02.jpg
action:
http://koti.mbnet.fi/jeejeeje/wip/doom_ ... ess_04.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_ ... ess_05.jpg
http://koti.mbnet.fi/jeejeeje/wip/doom_ ... ess_06.jpg

no monsters:
http://koti.mbnet.fi/jeejeeje/wip/bricks_07.jpg
http://koti.mbnet.fi/jeejeeje/wip/bricks_08.jpg
http://koti.mbnet.fi/jeejeeje/wip/bricks_09.jpg
http://koti.mbnet.fi/jeejeeje/wip/bricks_10.jpg
action:
http://koti.mbnet.fi/jeejeeje/wip/brickhouse_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/brickhouse_02.jpg
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Comments

  • You are off to a good start
  • Yee, thanks :)

    I made some metal textures. I had the metal material done some months ago, but was never satisfied with the shapes I made for it. This is now the third go at them. They're still mostly just some generic lines and tiles.

    http://koti.mbnet.fi/jeejeeje/wip/xgrate_03.jpg
    http://koti.mbnet.fi/jeejeeje/wip/xgrate_05.jpg - the ceiling texture shouldn't be broken like that...
    http://koti.mbnet.fi/jeejeeje/wip/xgrate_06.jpg
    http://koti.mbnet.fi/jeejeeje/wip/xgrate_07.jpg - the tall panel is still a bit wip, I'd like it sharper.


    edit: Here's some update on them. I redid the metal shapes with 3d models. I think now the tall panel is sharp.. but when I made the floor tiles same way, they became a bit too sharp, or have too dark borders. I need to experiment some more on how to get them good...

    http://koti.mbnet.fi/jeejeeje/wip/metallic_02.jpg
    http://koti.mbnet.fi/jeejeeje/wip/metallic_03.jpg

    yet another edit: Some more of this metal stuff, I think they're starting to be final soon, just need some bigger metal panels, though maybe as big as the previous one, it seems smaller panels will appear better.

    http://koti.mbnet.fi/jeejeeje/wip/metallic_04.jpg
    http://koti.mbnet.fi/jeejeeje/wip/metallic_05.jpg
    http://koti.mbnet.fi/jeejeeje/wip/metallic_06.jpg
    http://koti.mbnet.fi/jeejeeje/wip/metallic_07.jpg
  • The metal scenario is looking realy good. It seems like a nice place for some death match.
  • Hoho.

    That stuff is gorgeous.
    Keep it going!
  • It's taken a bit longer than I expected to get the metal done. Well.. I still have to save all the textures from the pspimage file.

    Here's 3 of them that I saved for previews:
    http://koti.mbnet.fi/jeejeeje/wip/metal_diffuse_01.jpg - grey theme
    http://koti.mbnet.fi/jeejeeje/wip/metal_diffuse_02.jpg - green theme
    http://koti.mbnet.fi/jeejeeje/wip/metal_diffuse_03.jpg - orange theme
  • Looking really good :)

    Keep up the good work!
  • Nice textures. My main criticism is that they look very noisy to me but then that depends on the graphic style you're aiming for.
  • Well, they're meant to be somewhat dirty or rusty. I got them ingame now. I think they could use some shinyness, so they would look more metallic. I think I may have a bit too many of them, 3 colour themes, total 288 images, 123 of them are duplicates that have been rotated or have transparent areas.

    I illuminated the level with the bias lights and some little ambient sector light..
    http://koti.mbnet.fi/jeejeeje/wip/sw_town_01.jpg
    http://koti.mbnet.fi/jeejeeje/wip/sw_town_02.jpg
    http://koti.mbnet.fi/jeejeeje/wip/sw_town_03.jpg
    http://koti.mbnet.fi/jeejeeje/wip/sw_town_04.jpg

    and here's a screen capture from 3dsmax with normal and specular maps:
    http://koti.mbnet.fi/jeejeeje/wip/metal_49.jpg
  • These screen shots have a nice Quake 2 atmosphere. They are looking good, but I think they're a little bit too dark.
    But maybe that's what you're aiming for anyway.
    JCA wrote:
    and here's a screen capture from 3dsmax with normal and specular maps:
    http://koti.mbnet.fi/jeejeeje/wip/metal_49.jpg
    What is a specular map?
  • Ah I see. Looks like you need to transfer some of the shadow and highlight information from the normal and spec maps either to the diffuse texture or into a (masked) Reflection definition.
    Fak wrote:
    What is a specular map?
    Here is a good description: http://www.3dtotal.com/team/Tutorials/l ... leaf_6.php
  • It's been a while.. I'm thinking my project will be just a model/sound/effect replacement pack.. at least for now. Possibly it'll have some minor gameplay changes to make the animations fit better, for an example a character has right arm and left arm attack animations, then it will do two attacks in a row, so that both animations are used.

    Here's a wip of an Imp replacement. The animations for the jaw and hands are a bit incomplete, the model was different before, and I haven't reworked the animations to fit the changes yet. The texture is not complete either, I think I want some more red and lighter areas to it. Then I'll try to work it less flat looking, I'd like to get it more like this http://koti.mbnet.fi/jeejeeje/wip/candy_monsters.jpg (thought not so candy coloured).

    green_monsters_small.jpg
  • Ok, I think I've got the textures done for it. Maybe I do some damage textures too. But next I want to fix the animations, and maybe add some new. I'm thinking it might spit fireballs from the mouth instead of throwing them with hands.
    spikeclaw_dd_01.jpg

    This other texture is meant to be used on a larger version of it, though it fits for this character as the uv maps are so similar. Don't know how that model will be used with Doomsday, so I could just randomize the textures...
    spikeclaw_dd_02.jpg

    And here's them with normal maps:
    http://koti.mbnet.fi/jeejeeje/wip/spike ... _front.jpg
    http://koti.mbnet.fi/jeejeeje/wip/spike ... s_back.jpg

    Oh and they're 3372 polygons... might make them lower later, don't know yet.
  • Now if only all the Doom monster models were upgraded to have normal maps, it would increase replay value. They could make all objects have normal maps; something that should have been done long ago.
  • gary wrote:
    Now if only all the Doom monster models were upgraded to have normal maps, it would increase replay value. They could make all objects have normal maps; something that should have been done long ago.
    1) doomsday doesn't support it
    2) normal mapping needs directional light.
  • Yea, at the moment the ones in Doomsday have some lighting baked to the texture, so that they don't appear too flat.

    Sure it would be nice if Doomsday someday got normal (and other related) maps. Dynamic, bias, flat glow lights probably could show them, but I think they should be seen without dynamic/bias/flat lights around too. Don't know how they would work with sector lighting, probably the light smoothing is essential and then somehow calculate the distances to the different light levels and use them as directions for the lighting. Of course there could be a situation what to do if all sectors are just the same light level, maybe then the model is just lit from all around.
  • One question I have is: Is Doomsday CPU dependent and only uses one core without much gpu dependency and performance all depends on the clock speed of a core? I think that is how older games work but I'm not sure if Doomsday improved it's code to be able to use the hardware to a further portential.
  • Don't know about that, but the beta versions are a bit slower than the 1.8.6. I reworked the map shown in the first post about my new model, to only use Doom textures (also to try how much highres textures affect), then tested it. 1.8.6 runs at 38-42fps and 1.9.0-beta6.9 runs at 20-30fps (I use refresh-rate-maximum 60). The framerate in beta seems to be a bit shaky.. on some startups it's ok and on some startups it's constantly lower than usual.
  • Here's some more of them.. also it seems I couldn't resist on making a new game dll for them. Especially with Darkplaces wanting all diffuse textures to be really dark, otherwise they get super overbright with just a little light. So right now I'm kinda pissed off at it and don't know how I'm continuing my project(s).

    I've also done some particle textures and gib models, but didn't add them yet.. I wanted to try the gameplay more.

    sw_miss420.jpg

    sw_hit420.jpg

    sw_corpses420.jpg
  • Nice work. It looks like your new game plugin is based on jdoom - what have you changed?
  • There's some new actions and states, so they can use about all the animations I have done for them. Some little changes on how much damage weapons and projectiles do. The shotgun spreads like the supershotgun.. and it shoots 8 pellets.. supershotgun 16 (but can do a bit more damage). I also made an action that should have made the monsters move in their attack, but I think that didn't work yet. And then there's also that aspect ratio emulation thing changed, as I think it wouldn't fit with this.

    I think tomorrow I'll do some work on textures and maybe some level editing as I now have some monster to prototype gameplay. Maybe I'll also add the monster's sounds in.. now they sound like Imps.

    edit: Here's some new screenshots.. I was testing some textures. First I tried how it would look if the level textures were 512*512 scaled to 128*128 area, but they didn't look as sharp as the 1024*1024 texture on the models. I guess I'll use 1024*1024 textures for levels too. Now I have to decide some limit for how many different shapes/variations I'll make for one material.. and then not go over the limit.. I would rather have more different materials..

    sw_combat420.jpg

    sw_crossing420.jpg
  • My project is still going on.. had a couple month break due to some depression. This kind of breaks usually mess things a bit, as now I think the models should have lower polycount.

    Anyway, I've been working on some base model for player character. I'll use it to build some 2 to 4 different characters. I think at least one of them will have head visible, but others might have it fully covered with helmet. The model is 1854 polygons, my budget for player character is 1500 - 2000 and same size monsters would be 1000 - 1500 polygons. Hopefully that would be low enough to have even 100 of them visible without major framerate drop.

    sw_lowpolyplayer_02_small.jpg

    edit: And here's with armor. The armor is 2194 polygons, so I could remove some to get it into the 1500 - 2000 range. Maybe the feet could be smaller, then the boots wouldn't need to be so big. I've also thought I should change the initial pose for the thumbs to get it better looking when it's holding something in the hands..

    sw_lowpolyplayer_03_small.jpg
  • Some updates...

    Player character base model finished, UV mapped and poseable... 1694 tris. Don't know yet if I use this naked model ingame. I was thinking of some kind of transformation into some spirit/energy being and it could use this model with some partially transparent and glowing texture.. and some particle effects. Then it could fly and shoot magic missiles and psionic death rays...
    sw_lowpolyplayer_pose_01.jpg

    Then I made some textures. I made them 512*512, I think it's enough after all. Here's some concrete...
    sw_concretetest.jpg

    And here's some nature textures. I'm also experimenting with some shinyness to look like specular highlights.. It's kinda metallic look, but I guess it's better than nothing.
    sw_envtest_08.jpg
  • Finished my metal and concrete textures. I think next will be some lamps, doors and other tech stuff. The level could maybe be some deathmatch level.

    sw_sa_mid.jpg sw_sa_side_01.jpg
    sw_sa_side_02.jpg sw_sa_side_03.jpg
  • Wow, I'm really impressed! Everything looks really good. Well done!
  • That top left image looks like it could be great for deathmatches
  • Thanks :)

    I made some test poses for my player character to get some idea how tall it would be ingame in the different poses. I want to have Stand, Crouch and Crawl poses. Crouch is meant to be 50% of Stand height, Crawl 25% of Stand height. The current poses would make Crouch about 60% and Crawl about 20%.

    The crawl pose would also spawn some extra hitbox following player, though this hitbox would probably go through walls, only solid for attacks. If that doesn't work right, then I'll probably not have player crawling.

    sw_player_poses_01.jpg
  • Here's a weapon model I've been working on. It's probably some energy weapon. Primary fire mode shoots some small energy bolts.. rapid fire or shotgun kind of scatter with slower firerate. Secondary fire mode shoots a bigger wave that will explode or go through monsters and kick them around, if they get enough velocity and hit other objects or level geometry, there will be more damage.

    sw_pulserifle_06.png
  • Well, I think I've finished the model & texture. Experimented with a painted look.. I was thinking I would have a graphical style that looks like it was a painting. But then I'd have to change all the level textures to that style too. I think I texture the player character and view arms with this style and then decide if I want to use the painted look. If not, I'll change these models' textures to a more realistic look.

    sw_pr_side_04.jpg

    sw_pulserifle_14.jpg
  • Hi JCA!
    Your models and maps work on Doomsday engine?
  • if they did not then how would he get the pics he has and why would he be posting here? it's just common sense that if something is posted here it's for the dday engine
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