Boomslang Posted November 15, 2019 like custom textures and sprites, you see, i'm in animation class, and i've been fascinated by DOOM and donkey kong's 3d pre-rendered Graphics. and i was wonderin, hey! maybe i could do that! so i'm asking if i need any hardcore coding knowledge to basically put a skin on enemies and weapons. (maybe even making new enemies and new guns) also is this the place to get GZdoom builder? i tried to download it a few months ago but it wouldn't download for me. https://devbuilds.drdteam.org/gzdbbf/ 1 Quote Share this post Link to post
DavidN Posted November 15, 2019 (edited) That is definitely the place to get the latest GZDoomBuilder :) It's just a map editor, though, and is a great starting point but won't help with adding new graphics content. For that, you'll want a WAD editor like SLADE3 - or if you're targeting only modern source ports like GZDoom, to learn a bit about the PK3 format. With both of these, replacing graphics for existing enemies is very straightforward - you add images to your WAD or PK3 with the same names as those in the base WAD that comes with Doom, then load them up together and your custom content will be patched over the standard ones. Adding new content is a whole other story, but it's much easier if you're using a modern source port! Edited November 15, 2019 by DavidN 0 Quote Share this post Link to post
Boomslang Posted November 15, 2019 Just now, DavidN said: That is definitely the place to get the latest GZDoomBuilder :) It's just a map editor, though, and is a great starting point but won't help with adding new graphics content. For that, you'll want a WAD editor like SLADE3 - or if you're targeting only modern source ports like GZDoom, to learn a bit about the PK3 format. With both of these, replacing graphics for existing enemies is very straightforward - you add images to your WAD or PK3 with the same names as those in the base WAD that comes with Doom, then load them up together and your custom content will be patched over the standard ones. Adding new content is a whole other story, but it's much easier if you're using a modern source port! alright, so it's basically similar to working with minecraft texture packs? i have slade, i just don't know how to use it. 0 Quote Share this post Link to post
DavidN Posted November 15, 2019 There are some great tutorials on the SLADE3 site - this one goes over importing some custom graphics. http://slade.mancubus.net/index.php?page=wiki&wikipage=How-to-Copy-and-Convert-Graphics 1 Quote Share this post Link to post
Boomslang Posted November 15, 2019 okay cool. i'm gonna make some monsters or something in blender now. once i learn how to use it./ 2 Quote Share this post Link to post
Bauul Posted November 15, 2019 Doom graphics are an interesting mixture between photo-realism and pixel-art. Many of the original monsters were physical models that were photographed, scanned, down-scaled, paletted, and then manually touched up. Getting that quintessential "Doom look" is pretty difficult. I think the only way to replicate the look is to either go down the route of actual physical models, or make a 3D model that's so high quality (and well rendered) it might as well be a real model. 1 Quote Share this post Link to post
RonnieJamesDiner Posted November 15, 2019 If I'm not mistaken, was that not how the Doom 64 monsters were made? 3D-rendered models turned into sprites? It definitely had a distinct look, pretty different from the classic sprites. 0 Quote Share this post Link to post
elend Posted November 15, 2019 The awesome thing with mods and custom content is: You can do whatever the hell you like these days. High quality and high res renders, low fidelity pixel art, handdrawn style even 3D models. So whip out Blender and slap something together to get a feel for it. And don't forget to show us the results! I'm always very, very interested in custom monsters. 2 Quote Share this post Link to post
Boomslang Posted November 15, 2019 1 hour ago, Bauul said: Doom graphics are an interesting mixture between photo-realism and pixel-art. Many of the original monsters were physical models that were photographed, scanned, down-scaled, paletted, and then manually touched up. Getting that quintessential "Doom look" is pretty difficult. I think the only way to replicate the look is to either go down the route of actual physical models, or make a 3D model that's so high quality (and well rendered) it might as well be a real model. That's what i'm doing! 2 Quote Share this post Link to post
Boomslang Posted November 15, 2019 good news! i learned how to make a doughnut! 2 Quote Share this post Link to post
Bauul Posted November 15, 2019 2 hours ago, RonnieJamesDiner said: If I'm not mistaken, was that not how the Doom 64 monsters were made? 3D-rendered models turned into sprites? It definitely had a distinct look, pretty different from the classic sprites. Yep, it's how many sprites of the time were made. And yeah, it looks very different. 1 Quote Share this post Link to post
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