Screenshot Discussion Thread
Moderator: Graf Zahl
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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.
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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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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.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'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!

Wow


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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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.Paul wrote:Wowjust wow. That looks amazing!
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.
And yes, seconded on the ability to play under XP (etc) thing.
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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".... 

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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!
)
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!

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Exactly, this aspect is even part of my next "The Art of 2.5D Mapping" articleGraf 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.

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