Wirehead Studios

Wirehead Modifications => Generations Arena => Topic started by: Tabun on 2003-02-01, 03:46



Title: Doom Items - II (The Sequel, with a vengeance)
Post by: Tabun on 2003-02-01, 03:46
As you probably know, I've been working on some doom item models & skins. I made some more, so I thought I'd give you all a status update:

http://www.planetquake.com/tabun/pics/doom..._items_pre2.jpg (http://www.planetquake.com/tabun/pics/doom_items_pre2.jpg)

In the meantime, I'll be off to work on some shaders, and ofcourse, more items.


Title: Re: Doom Items - II
Post by: Parapsyche on 2003-02-01, 04:46
Lookin' good, Tab!  Keep it up, man...can't wait to see the next ones!


Title: Re: Doom Items - II
Post by: dev/null on 2003-02-01, 04:52
Oh, the rocket box looks mighty cool :)


Title: Re: Doom Items - II
Post by: Phoenix on 2003-02-01, 06:28
Can't wait, those look very nice indeed.


Title: Re: Doom Items - II
Post by: Vorlonesque on 2003-02-01, 06:37
(Cues Darth Vader voice)

Most Impressive!


Title: Re: Doom Items - II
Post by: Hollowpoint on 2003-02-01, 08:42
Oh yeah baby!!!


Title: Re: Doom Items - II
Post by: games keeper on 2003-02-01, 22:45
what can be more fun then a doom stiled rocketbox
a doomstyled rocket rocketbox filled with rockets :D


Title: Re: Doom Items - II
Post by: ReBoOt on 2003-02-02, 01:11
Those models Kick Ass :) Well done!


Title: Re: Doom Items - II
Post by: pepe on 2003-02-02, 06:42
whats next after the doom items tab? you already made up your mind or is it yet to be decided?

the new items look good just like the ones ive already seen
and as for phoenix: Is the code for custom items already there or is it something for beta 99d? :)


Title: Re: Doom Items - II
Post by: Phoenix on 2003-02-02, 08:03
It's not there pepe, but I don't see why we can't make it be there.  If all of the custom ammo boxes get finished before or shortly after the big code push for 99c is done then I don't see why code for that couldn't be added.  I won't say whether or not they will definitely make it into 99c at this point, but it would be a welcome addition.   :P  


Title: Re: Doom Items - II
Post by: OoBeY on 2003-02-02, 11:37
Tabun....I....I....I love you, man.

(NOT GAY)


Title: Re: Doom Items - II
Post by: Tabun on 2003-02-02, 16:28
I know Oob, and I want to fondle you in that not-gay way sometimes too, you know.

When doom is done (considering there are only about 2 more models, and 3-5 more skins to do - this will be quite soon) - I'll proceed to model earth stuff (or perhaps in the meantime too) so Angst doesn't have to sit around idle-handed.
I'm pretty sure the large-health kit was a good enough example to get an idea about the style i'm going for with those.
When that is done, I'll have to look into q2e's ammobox status, and remodel and/or reskin what I don't like about it (or at least the stuff that is WAY too high in polies for gen) - and the same goes for slippy's stuff ofcourse. Any veteran in the telejano/remodelling/retexturing/whatever bussiness for Quake - your status updates on this would be most welcome :]


Title: Re: Doom Items - II
Post by: IEEE1394 on 2003-02-02, 16:38
Really cool models and skins tab! All the ammo/health boxes for quake has been remodeled and skinned by neogenesis (www.planetquake.com\quakeremodeled), they are really close to the original but they aren't super hi poly. And for the q2e stuff, not alot have been done and the stuff that is done is pretty hi poly.


Title: Re: Doom Items - II
Post by: pepe on 2003-02-02, 17:16
for thoose of you that are lazy ;)

http://www.planetquake.com/quakeremodeled/boxes.html (http://www.planetquake.com/quakeremodeled/boxes.html)

varning the page is very picture intensive (for you 56k:rs)

i dont know about theese boxes and stuff some of neogenesis work doesnt really strike me
as for the q2e project they have models for most of the stuff but they are really hi-poly for the most part


Title: Re: Doom Items - II
Post by: Daedalus on 2003-02-02, 20:16
That stuff didnt strike me either, tbh... quakes items werent very definitive
He could've put alot more polies in those, maybe not the shells, but definately the health and nails

He's relying on skins alot for detail, ala quake 2


Title: Re: Doom Items - II
Post by: pepe on 2003-02-03, 00:18
the nail box is just a box what can you do with it?

i dont think that putting lots of polys in pick ups is that a good idea and you dont gain as much from it game-wise


Title: Re: Doom Items - II
Post by: Tabun on 2003-02-03, 01:20
well - the rocketbox, healthbox, bulletbox were also 'just boxes' - see those for examples of how to add detail (and polies) to em ;]


Title: Re: Doom Items - II
Post by: Stealer on 2003-02-03, 03:36
well many of you may remember me phoenix you may remember beating the tar out of me in the forum games, well heres what happened to all my free time and money, I got a wife and kids now... if any of you wanna go broke and lost a whole host of free time, I recommend getting married.   anyhoo I'm back I finally got internet again and have spare time every day after 8 pm pacific central time so I should be back as a doomed space marine ready to rock once again.  YOUR GOING DOWN THIS TIME PHOENIX Gefoce 4 style!


Title: Re: Doom Items - II
Post by: dev/null on 2003-02-03, 04:39
Well that seals it, I'm not getting married...


Title: Re: Doom Items - II
Post by: dna on 2003-02-03, 05:24
Quote from: dev/null
Well that seals it, I'm not getting married...
As if... ;)


Title: Re: Doom Items - II
Post by: Byskwik on 2003-02-03, 05:24
Awww, and I had such high hopes for the two of us dev. ;)


Title: Re: Doom Items - II
Post by: dev/null on 2003-02-03, 05:31
I'm sorry, there's just to much at stake. I mean, I just don't wear tuxes :P


Title: Re: Doom Items - II
Post by: dna on 2003-02-03, 05:36
Quote from: Byskwik
Awww, and I had such high hopes for the two of us dev. ;)
Back off woman; I thought I made it perfectly clear at the last forum that dev/null was mine!!!!!!!!!!!!!!1 :angry:  :angry:  :angry:


Title: Re: Doom Items - II
Post by: dev/null on 2003-02-03, 05:46
Well I am single again if you want to make a move... Bubba :D


Title: Re: Doom Items - II
Post by: Arno on 2003-02-03, 11:15
Woohooo!!! Nice models, Tab! Good job!
Is it possible to animate the bars/meters on that cells box? Or is that too cheesy?  :P


Title: Re: Doom Items - II
Post by: Tabun on 2003-02-03, 15:45
Funny how none of my bloody threads stay on topic, but are always messed aboot  by people (re)introducing themselves, asking unrelated questions or suddenly doing a striptease in the middle of a post - I must say it I find it most disturbing! *cough*

Now, where was I... Ah.
Arno: IMO, animating them to move up / down would look too cheesy - but I planned to make a shader to make them glow or noise them a bit. I'm in favor of using shaders, but not overusing them ;] - which reminds me:

Angst: could you take off the chrome thing shader for the health kit, if you haven't already? :]

Oh, and about the small cellpack - I expect a shader effect such as  on the strogg blaster would look nice on its green lighties.


Title: Re: Doom Items - II
Post by: dna on 2003-02-03, 16:50
Actually, I kinda like the idea of lights on the cell boxes.  Maybe not zowie bars moving up and down to the beat of the music, but maybe a tiny blinking light, or even a steady on light.  Just to make it look like it's got juice in it.  

But that's just me.

/me pulls my thong aside.


Title: Re: Doom Items - II
Post by: games keeper on 2003-02-03, 21:26
dev werent you with dawoman mclife ????


Title: Re: Doom Items - II
Post by: Vadertime on 2003-02-03, 22:05
It's all doom stuff. Anybody working on other stuff?


Title: Re: Doom Items - II
Post by: games keeper on 2003-02-03, 23:04
When doom is done (considering there are only about 2 more models, and 3-5 more skins to do - this will be quite soon)
hmm wrong calculation tab.
small cellpack
shotgunshellpack
clips model
red armor=> blue vest
yelow  armor=>green vest
megahealth=>soul sphere
invisibility=>red eyething from doom that made you invisible
unvulnarability=>dooms invulnarabilty
regeneration=>to megahealth (just a thought)
haste to =>something else.


looks like little bit more items TAB :)


Title: Re: Doom Items - II
Post by: Parapsyche on 2003-02-03, 23:37
Do you suppose there could be a way to include Doom's Light amp visor?  Maybe a replacement for haste or something, since he is already pretty damn fast.

Just a thought...plus, I liked the light amp...extremely useful.


Title: Re: Doom Items - II
Post by: Tabun on 2003-02-04, 00:07
i dunno.. basically, turning on vertex lighting gives you the light amplification effect.
and seeing as how 60% of the players out there already play like that (don't ask me why :P) - it wouldn't be of much use. We'll disclose more about doom's powerups (& the actual items) later.

Btw, Games, I didn't miscalculate.
I didn't count powerups, seeing as how I plan to make the items first, and powerups later, the former being more important & common. Also, I already mentioned I'd only reskin the armors, which makes the 3-5 count dead on. This implies that Powerups will be made AFTER all items (for all classes) have been sorted out. (also, note that the model-count has dropped to 0 for doom, since I've made the shells box & bullet clip, since i posted that message)


Title: Re: Doom Items - II
Post by: Phoenix on 2003-02-04, 05:52
Stealer, anytime, anywhere.  I have a GF4 too, but I warn you, since last we played I've gained a cable connection.  I'm not an HPB anymore.  I may not go down as easily as you think.  Just ask a few of my victims.  :ph34r:

Games, I don't know if the lightamp visor is really possible.  The way it worked in Doom was basically to render all textures at exact RGB texture value.  Lightmaps, while they may "appear" to ADD light to a map really function in reverse - that is, they enable textures to be rendered with LESS RGB value than the texture normally has.  There is to my knowledge so far no clean and easy way to force the renderer to bypass the lightmap and render the entire scene at fullbright on the fly.  This would require modifying the Quake3.exe file, and I don't think Wirehead has $500,000 or so to spare to buy rights to the Q3 engine just to do that.  I can dump an additive light any size anywhere I want on a level, but it's not the same thing, and just dumping a huge white light, while it will lighten the surfaces tends to wash them out and looks like crap compared to the effect in Doom.  :(  


Title: Re: Doom Items - II
Post by: Lunatic Guy on 2003-02-04, 06:29
Plasma Cells!! A job well done, Tab! :)


Title: Re: Doom Items - II
Post by: Arno on 2003-02-04, 11:42
Tab, speaking of shaders, I took the liberty of adding shaders to some of your textures. Specifically, three of the Wolf door textures I'm using in my map. The shaders are pretty basic:
Code:
textures/tabgen_doors/door01
{
surfaceparm metalsteps
{
  map $lightmap
  rgbGen identity
}
{
  map textures/tabgen_doors/door01.jpg
  blendFunc GL_DST_COLOR GL_ZERO
  rgbGen identity
}
}

textures/tabgen_doors/door01_frame
{
surfaceparm metalsteps
{
  map $lightmap
  rgbGen identity
}
{
  map textures/tabgen_doors/door01_frame.jpg
  blendFunc GL_DST_COLOR GL_ZERO
  rgbGen identity
}
}

textures/tabgen_doors/door01_side
{
surfaceparm metalsteps
{
  map $lightmap
  rgbGen identity
}
{
  map textures/tabgen_doors/door01_side.jpg
  blendFunc GL_DST_COLOR GL_ZERO
  rgbGen identity
}
}
It simply gives some metal properties to these textures. Footsteps and bullet impacts sound more metal like now. Maybe you can add this code to your .shader file, along with some code for similar metal textures.


Title: Re: Doom Items - II
Post by: Tabun on 2003-02-04, 14:13
Ah, thanks Arno - 'tis that kind of detail that I forget too easily :]

(http://www.planetquake.com/tabun/pics/doom_items_pre3.jpg)


Title: Re: Doom Items - II
Post by: games keeper on 2003-02-04, 23:00
Quote
Games, I don't know if the lightamp visor is really possible.

 :huh:   :blink:  what the hell are you talking about    :unsure:  :huh:


Title: Re: Doom Items - II
Post by: Tabun on 2003-02-05, 01:42
If you read up a bit, you'd known that he actually meant:

Quote
Parapsyche, I don't know if the lightamp visor is really possible.

:]


Title: Re: Doom Items - II
Post by: games keeper on 2003-02-05, 13:44
oh that lightamp.
no just leave it out not 1 map is dark enough to use it.
maybe we can change the speed rune into an adrenaline tube.

oh by the way pho about those bots .
I think you changed something in the arena botfiles.
when I load up q3 and ad the predator bot it will only use the gauntlet or the railgun (nothing else its programmed that way by the maker )
but when I load him into gen he will not use the gauntlet but he will use the rocketlauncher .

also bots who like the BFG in quake 3 dont like the q3 arena bfg in generations arena . instead they switch to the gauntlet.
(just something I noticed in the gladiatorclass.


Title: Re: Doom Items - II
Post by: Vadertime on 2003-02-05, 21:56
What about the soulsphere, megasphere, and Blur sphere? Can you put those in?


Title: Re: Doom Items - II
Post by: games keeper on 2003-02-05, 22:55
megasphere was a nono
with that doomeye I meant the blur
and I already said those .


Title: Re: Doom Items - II
Post by: Tabun on 2003-02-05, 23:12
powerups:

  • beserk
  • megasphere
  • soulsphere
  • invisibility
  • hazard suit
  • and invincibility - but that's a bit too horrid if you ask me


Those are the items i know about - what's this blur sphere you talk about?
If my knowledge of doom is lacking - I hope blur doesn't mean DooM would be going faster.. /me gets a heart-attack


Title: Re: Doom Items - II
Post by: Thomas Mink on 2003-02-06, 07:34
Blur Sphere... I believe he's referring to the 'Partial Invisibility' sphere, but I could be wrong. It's the closest I could come up with though...


Title: Re: Doom Items - II
Post by: Hollowpoint on 2003-02-06, 08:08
Blur Artifacts are strange orbs that make it difficult for others to spot you.  The enemy can still see you, but most of their attacks will be less than accurate.  Duration: Time Based

That's from the Doom ][ manual. :)  Anyway, in other words Doom blur equals invisibility.
And it looks like a big red eyeball... with a blue iris or whatever and then black inside that and red again in the very center.  It also looks like it has a reddish-purple glare shining off of it.  And I'm pretty sure it looks around or at least back and forth, left and right.

God I hope that made sense, I'm pretty tired right now :-)
Anyway, you can fire up Doom and see what it looks like.


Title: Re: Doom Items - II
Post by: Angst on 2003-02-06, 11:17
I think they're trying to say "invisibility" :P

the "blur-sphere" as it came to be called, was the invisibility in doom. Since it "blurred" your character.. silly peoples..  <_<


Title: Re: Doom Items - II
Post by: Tabun on 2003-02-06, 15:48
ye, i've been looking at the sprites (needed to check em all, since i'm also redoing the preview screens for the doom items) and those sphere are all so much cooler than i remembered - it's going to be tough to get them as such in gen :]


Title: Re: Doom Items - II
Post by: Stealer on 2003-02-06, 19:27
you can do it tab I believe in you, as I remember it (the invisibility orb) didn't really look left and right, as a sprite it seemed to do that as all sprites did in doom 2, but I thought it had a animation where the blue went from the outside to inside, anyhoo you probably know this already but just wanted to give you the info if ya needed it...


Title: Re: Doom Items - II
Post by: Tabun on 2003-02-07, 01:05
thanks reb ;]

the spheres all have 4 stages in their sprite-animation, and the invisibility thing looks more like a tunnel you're backstepping from, in a way - if it's an eye, the red/blue throws me off. haven't looked at it a lot yet tho, i've got other fish to fry right now... i'm also redoing the preview screens for something that would look ok in an item overview (next to the powerup & weapon overviews we have up on the site)


Title: Re: Doom Items - II
Post by: Hollowpoint on 2003-02-07, 09:03
Ok, I just looked at it, in-game, and the blur artifact stares straight ahead and then looks to the left and back again.  ...And as it turns to the left the blue section shrinks, I believe, until it disappears behind the black inner circle...., it then expands outwards until it is almost touching the outside of the ball (sphere).

So, the blue part contracts and expands, while the eye looks around (to the left).

(http://pages.sbcglobal.net/hollowpoint/blur.jpg)


Title: Re: Doom Items - II
Post by: Tabun on 2003-02-07, 14:00
For all you animated gif lovers out there, I have made an even better display using adobe imageready ;]

(http://www.planetquake.com/tabun/pics/sphere_invis.gif) - - - (http://www.planetquake.com/tabun/pics/sphere_soul.gif)

(http://www.planetquake.com/tabun/pics/sphere_mega.gif) - - - (http://www.planetquake.com/tabun/pics/sphere_green.gif)

That's what all the powerups look like, really ;]
(although i admit the animation is different frames & speedwise)


Title: Re: Doom Items - II
Post by: Phoenix on 2003-02-08, 03:42
 *idea*  Tab, check the Internal board.  B)