Screenshot Discussion Thread

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Tormentor667
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Post by Tormentor667 »

Zaps screenshot looks totally impressive!
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Zap610
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Post by Zap610 »

Thanks :)
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solarsnowfall
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Post by solarsnowfall »

Image

:shock:

I'd so love some in depth info on how this is done. It might inspire me to dust off my modeling software.
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Alter
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Post by Alter »

That looks really scary :wink:
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justin023
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Post by justin023 »

I'd so love some in depth info on how this is done.
  • 1. Open the .MDL in Quake Model Editor, export to MD2
  • 2. Open the .MDL in QME (different program than Quake Model Editor) and export the skin.
  • 3. Offset the frames or else the model will be halfway inside the floor.
That's all there really is to it, besides the modeldef.
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Phobus
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Post by Phobus »

I knew they were Quake models!

I was also under the impression that the models themselves (the look of them) was what was impressing people, not that they were in doom, which is why I never said anything :?
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Cutmanmike
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Post by Cutmanmike »

Heh, now we just need ragdoll physics :P
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Enjay
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Post by Enjay »

Models can be good and all, but I really don't understand the clamouring for them. IMO, there are a number of OpenGL features that would give map editors more choices, be more in keeping with the skills of a Doom map editor, fit in better with the Doom environment, would not rely on another person or source for resources and which would generally make things look a lot better very easily. However, all I see, whenever a new port comes on the scene, is "waht about teh moduls" meaning that other stuff gets a lower priority. :?
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Paul
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Post by Paul »

However, all I see, whenever a new port comes on the scene, is "waht about teh moduls" meaning that other stuff gets a lower priority.
I agree with you Enjay. Models are a good addition when it comes to using them in some user-made mods, but they don't really fit into the Doom's environment.
I'll add that a lot of us is forgetting about the biggest feature Doom's source ports given us-compatibility. How many of us actually attempted at playing Doom, flawlessly, on shall we say.. WinXP? I know I have, and thank the source ports for making life so much easier! How I wish for a Terminator: Future Shock xp port, so I wouldn't have to wade through all that crap when I'd try to play that game!

Image
Wow :shock: just wow. That looks amazing! :thumb:
If it wasn't for the edited doom lamp I'd really mistook this for a RTCW screenie. And those stained glass in the background. Simply great.
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Enjay
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Post by Enjay »

Paul wrote:Wow :shock: just wow. That looks amazing! :thumb:
If it wasn't for the edited doom lamp I'd really mistook this for a RTCW screenie. And those stained glass in the background. Simply great.
Thank you kindly. There is a bit of shoving around of lines and vertices involved, but it's basically a retexture job of the Mordeth map Graf posted pics of. I'm just using GZdoom's ability to handle paletted pngs. Most of the textures came from Thief, a couple from Kingpin and the stained glass windows from a Google image search.


And yes, seconded on the ability to play under XP (etc) thing.
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Post by GeeDougg »

Seconded (on what Paul said). That screenie (and the last one you posted showing the same streets) reminded me of Half-Life add-ons such as They Hunger, and other games of the same era. After I finish the Maya/XSI/Lightwave program I'm taking on right now, I'm planning on using GZDooM to make something simply amazing (at least graphics-wise; I'll have to get some help from you and Paul and other people who're famous for knowing what makes good gameplay to make the game be as nice to play as it would be to look at). But I also want to fool people into believing that they're playing an actual game that uses a modern-era engine and not GZDooM. Of course in the end (after the "Thanks To The Following..." credits) I'll probably mention in a "slap in the face" sort of way that "this was made with GZDooM, a heavily-modified version of the DooM engine thanks to Randy Heit and Graf Zahl".... :P
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Graf Zahl
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Post by Graf Zahl »

Isn't it amazing what can be done just with textures? All the time some people talk about 'more detail' and start adding micro-geometry to their maps but in the end a better set of textures might create much greater effects.

Anyway, these pictures are incredible. I'd really like to play a complete version of Mordeth retextured like that! ;)

(And a little warning to Enjay: Stop teasing us with pictures of stuff you never intend to release! :P)
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Paul
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Post by Paul »

Geedougg-I like your plan ;) hehe.
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Tormentor667
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Post by Tormentor667 »

Graf Zahl wrote:Isn't it amazing what can be done just with textures? All the time some people talk about 'more detail' and start adding micro-geometry to their maps but in the end a better set of textures might create much greater effects.
Exactly, this aspect is even part of my next "The Art of 2.5D Mapping" article :)
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Post by GeeDougg »

Paul wrote:Geedougg-I like your plan ;) hehe.
Yeah, let's just hope I don't die or something before I get to start learninghow to map for GZDooM.

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