Also some of the models, like veirdo's, are in FBX format because that has better support for exporting from modeling tools.
While many of the animations and materials can be specified in the model file itself, a substantial amount of information is Doomsday dependent, for instance scripted damage behaviors.
Thank you for the replies. I'd like to see Tei-Tenga ported to Doomsday, if that were possible. Someone on the Tei-Tenga moddb page was asking about it supporting Brutal Doom, and the developer responded that lots of stuff would have to be ported and it probably won't work.
In any event, the Tei-Tenga mod is really great, new weapons, enhanced lighting, new enemies, etc. and with the addition of doom updated with GZDoom to 1920x1080, freelook, jump, crouch, surround sound, etc. it's even better. With 3D models it would be epic.
Really great work! Lots of great pixels there to blast! Please keep us posted, I hope to see these and any other models possessing my Doom install soon )
Any news? Any new videos? It would be great to be able to play with these models and the ones for Heretic look great too!
Is there any other place to find out about these models? I really am a fan of voxels and 3d mods, these models are making me want to play doom again with them.
I'm enjoying the cubeworld alpha release at the moment for it's great use of voxels to make the world feel like it has weight. It's satisfying my retro looking updated game needs atm.
I hope you are making some progress. When these are done lots of people will oohhh and ahhh like for brutal doom.
Things are moving along well. I recently decided to re-work the Cacodemon (again!). He looks much better. Things are progressing well and we should have something to show off sooner rather than later.
I'm texturing the Cyberdemon in DDO, and I've just got the Spider Mastermind baked off to the low poly, so going well. Probably when the Spider is textured, we'll release a group photo.
... And yes, I was playing a LOT of new Doom, it's great and a lot of fun.
Great to hear! I notice you are also active in the Duke3d community. Thanks for all your work. I hope you get recognized either with a good paid modeling job for your work, or something of value to you. Your work is extremely high quality. I am also glad that the new DooM has not capitalized all your time, it's too fun!
Looks great, I appreciate your wear-with-all to complete this project. I can imagine it is quite a bit of work, I would like to see some write ups on the net or games magazines to announce your work. Keeping classic Doom alive you are mates!
14 models are included in the pack
shotgun shells
armourbonus
beserker
healthbonus
cacodemon
bigtree
the skull pillars
postlight
stalagmite
techpillar
torched tree
medikit
stimpack
The new dhmp is certainly looking very good indeed, congratulations Kurikai! However, the orientation of some seems less than optimal. On the very first level of Doom 2 the armuorbonuses are all facing the wall and the stimpack is facing a support pillar so it looks just like a white box.
Is there a problem with object orientation in Doomsday 2 or is it something else?
Is there a problem with object orientation in Doomsday 2 or is it something else?
I believe this is simply caused by objects in Doom maps not having any reasonable angles (since the sprites look the same from all directions), and the 3D models using these existing angles.
Doomsday adjusts some objects' angles (like wall torches in Heretic/Hexen) so they don't stick out, but most objects are not modified.
Hmm, it might be worthwhile to extend the automatic angle adjustment to more objects...
I believe this is simply caused by objects in Doom maps not having any reasonable angles (since the sprites look the same from all directions), and the 3D models using these existing angles.
Doomsday adjusts some objects' angles (like wall torches in Heretic/Hexen) so they don't stick out, but most objects are not modified.
Hmm, it might be worthwhile to extend the automatic angle adjustment to more objects...
This would be one solution, but a more elegant solution which gives authors full control would be to implement so called Maphacks as Eduke32 uses them. I do not know how exactly they work there, but one way it could be done is by specifying a thing and give it the X/Y coordinates in the map and then specify an angle for said thing. If said thing is found at the corresponding coordinates, then it will get turned. The best way would be that only the model gets turned visually, as this will prevent the game to get asynchron in multiplayer games.
Another attempt would be to go by ID, as I imagine that every object in a map has a unique ID. The only question is, if that ID is always the same...
With this the author would get full control on how he wants to turn the object.
Comments
While many of the animations and materials can be specified in the model file itself, a substantial amount of information is Doomsday dependent, for instance scripted damage behaviors.
In any event, the Tei-Tenga mod is really great, new weapons, enhanced lighting, new enemies, etc. and with the addition of doom updated with GZDoom to 1920x1080, freelook, jump, crouch, surround sound, etc. it's even better. With 3D models it would be epic.
Is there any other place to find out about these models? I really am a fan of voxels and 3d mods, these models are making me want to play doom again with them.
I'm enjoying the cubeworld alpha release at the moment for it's great use of voxels to make the world feel like it has weight. It's satisfying my retro looking updated game needs atm.
I hope you are making some progress. When these are done lots of people will oohhh and ahhh like for brutal doom.
They will be coming, and we hope to have some ready for the stable doomsday 2.0 release
So excited, thank you! The work so far looks amazing!
... And yes, I was playing a LOT of new Doom, it's great and a lot of fun.
will these models also benefit from the new model format, although they are static ones?
These are all in the new model format (FBX) and in Doomsday will be using the new renderer with normal, specular, gloss and reflection maps.
We'll have some in-game shots up soon.
Meanwhile...
https://imgur.com/PqZc0Nr
14 models are included in the pack
shotgun shells
armourbonus
beserker
healthbonus
cacodemon
bigtree
the skull pillars
postlight
stalagmite
techpillar
torched tree
medikit
stimpack
it can be downloaded at http://dhmp.hiriwa.com
instructions to install are at https://github.com/KuriKai/DHMP/wiki/Installation
you can report bugs here https://github.com/KuriKai/dhmp/issues
very beautiful models, but is the very intense light emitting intended? For example with the medikit/red pillar?
Will there be also a pack with high resolution textures? The texture of the big tree looks a bit blurry... at least on my system...
Is there a problem with object orientation in Doomsday 2 or is it something else?
Doomsday adjusts some objects' angles (like wall torches in Heretic/Hexen) so they don't stick out, but most objects are not modified.
Hmm, it might be worthwhile to extend the automatic angle adjustment to more objects...
EDIT: Found a 12-year old feature request. https://tracker.dengine.net/issues/1361
This would be one solution, but a more elegant solution which gives authors full control would be to implement so called Maphacks as Eduke32 uses them. I do not know how exactly they work there, but one way it could be done is by specifying a thing and give it the X/Y coordinates in the map and then specify an angle for said thing. If said thing is found at the corresponding coordinates, then it will get turned. The best way would be that only the model gets turned visually, as this will prevent the game to get asynchron in multiplayer games.
Another attempt would be to go by ID, as I imagine that every object in a map has a unique ID. The only question is, if that ID is always the same...
With this the author would get full control on how he wants to turn the object.