Doom Resource Pack

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

User avatar
hellfire994
Posts: 12
Joined: Sat Mar 28, 2009 16:39

Re: Doom Resource Pack

Post by hellfire994 »

Also Dani, since you seem to like the idea of jDRP turning into DRP just like i do, why cant you try to make some Skulltag models for jDRP v1.1, or possibly one of your peeps that are helping you with v1.1, cause recoloring skins wont get all the Skulltag sprites to 3d that's for sure.
Want to see 3d models in Skulltag? Do you know how to write modeldefs? If you answer yes to both then you may wanna take a look at the Doom Resource Pack and help complete it!
DaniJ
Posts: 130
Joined: Sat Oct 08, 2005 19:22

Re: Doom Resource Pack

Post by DaniJ »

Hmm very interesting. I stand corrected. However it does strike me odd that they look so similar in-game if you assume that we both were using the original sprites for reference...

That lamp on the left is probably may favourite from that batch. Its certainly one of my more polished (read near finished) models.

@hellfire994
No one is helping, its all me. Which considering my Doomsday involvement means that I don't even have time for the core DOOM assets let alone make Skulltag-specific ones.
User avatar
hellfire994
Posts: 12
Joined: Sat Mar 28, 2009 16:39

Re: Doom Resource Pack

Post by hellfire994 »

man no one? My god... no wonder its taking forever to do, id help but i have absolutely no modeling experience, I outta read the blender manual one of these days and help you lol.
Want to see 3d models in Skulltag? Do you know how to write modeldefs? If you answer yes to both then you may wanna take a look at the Doom Resource Pack and help complete it!
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: Doom Resource Pack

Post by Enjay »

I have to say that this chap from the 1.1 version of the jdrp is a significant improvement over the previous one. The last one always looked quite angular and blocky, almost comedic. I know that it is very difficult to get the sprites looking right in model form and the quirky shape of the Demon has made it especially difficult. To me, however, this is a pretty reasonable and credible representation of what the Demon is supposed to look like.
Image

And this one looks pretty neat too

Image
User avatar
hellfire994
Posts: 12
Joined: Sat Mar 28, 2009 16:39

Re: Doom Resource Pack

Post by hellfire994 »

That pinky is awesome :O
Want to see 3d models in Skulltag? Do you know how to write modeldefs? If you answer yes to both then you may wanna take a look at the Doom Resource Pack and help complete it!
DaniJ
Posts: 130
Joined: Sat Oct 08, 2005 19:22

Re: Doom Resource Pack

Post by DaniJ »

The primary purpose of the alpha was to serve as a proof of concept really. That pinky was a quick hack and slash of the Team SOG model, to show what I intended to do with him and to get early feedback on the overall look before I spent any real time on it.

The consensus (as I recall) was that it was just about right but straighten the spine a little (less hunched) and push the forehead back a little. The muscle groups were pretty much fine but we never did decide on whether he was going to be given genitalia.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: Doom Resource Pack

Post by Enjay »

A few things that may make transferring models to GZdoom difficult.

A single model can't use different skin images for different parts of the model in GZdoom. I think that this would only be an issue for MD3 models and, seeing as how the JDRP doesn't have any MD3s, it probably won't be a problem but I thought that I'd mention it anyway.

A single model can only have 4 skins/models allocated to it. So if, for example, a model used a number of skins to animate its surface, and possibly an additional one for a death skin or pain or whatever, and the number of skins was more than 4, the animation would have to be cut down or some other solution reached (like making a second actor that gets spawned on death the replace the first one). I did come across one model like that - I think that it was from the Risen3D pack though.

I don't think different models attached to the same actor can be lit differently. To clarify, consider a lamp or a nuke barrel or something. Perhaps the main body is made of a model that is not meant to be bright but the inside of the lamp, or the radioactive goo in the barrel is made of a separate model attached to the same actor but it is supposed to be fullbright. The DECORATE definition for the actor allocates brightness to the frames of the actor and I don't think individual models can be allocated to the same frame and have different brightness properties (ie bright or not). It could be done by using two actors. One gets placed in the map and immediately spawns a second actor on top of itself, One actor has the (say) barrel model attached to it and the other has the nukage model attached to it. The barrel actor would be set to not have bright frames and the nukage one would have. This works well enough unless the actor gets placed on a moving conveyor belt or passes over a teleport line or something. In that case, the two actors can end up moving relative to each other and the effect is ruined. So it probably isn't a good solution for a general distribution model pack.



@DaniJ, on a totally different issue, I was looking at the ver 1.1 Arachnotron model and I noticed that (what I assume is) the LOD effect was very obvious. As you move away from the arachnotron, and it doesn't have to be very far, his brain distorts and kind of falls in on one side. If you move further away, it changes again. Moving back towards him makes his appearance restore. It's very obvious, far too obvious, and detracts from the otherwise cool looking model.
DaniJ
Posts: 130
Joined: Sat Oct 08, 2005 19:22

Re: Doom Resource Pack

Post by DaniJ »

The cause of that is due to the exceedingly low poly nature of the model. Its already so low that the LOD algorithm is having to make drastic cuts because there is nothing else left. The arachnotron model I have now is far higher poly so this shouldn't be an issue.
User avatar
hellfire994
Posts: 12
Joined: Sat Mar 28, 2009 16:39

Re: Doom Resource Pack

Post by hellfire994 »

Well for things like the monsters i prolly wont have pain itll have the normal skin the whole times u fight it then the death part.
Want to see 3d models in Skulltag? Do you know how to write modeldefs? If you answer yes to both then you may wanna take a look at the Doom Resource Pack and help complete it!
Locked

Return to “GZDoom”