XxcglezxX Posted April 10, 2020 (edited) this is my first mod attempt and i am proud of my work :) also it still needs some work for a few guns like the chaingun. the arm clipping is only visible in widescreen mode. i also decided to use the classic muzzle flashes to give it even more of a classic feel. i'd appreciate any tips on what i can improve on and feedback :))) DOWNLOAD PK3 4:3 ASPECT RATIO UPDATE DOWNLOAD PK3 16:9 ASPECT RATIO Edited April 11, 2020 by XxcglezxX added download link 7 Quote Share this post Link to post
Phobos Anomaly Posted April 10, 2020 (edited) Looks fantastic! I'm sure these will be used for the inevitable "Doom Eternal mechanics in Classic Doom" mod. Also, I'm curious about that pistol, what model is that? And any plans to include the Heavy Cannon, Ballista, Unmayker and Crucible? Edited April 10, 2020 by Phobos Anomaly 0 Quote Share this post Link to post
Rampy470 Posted April 10, 2020 7 hours ago, Phobos Anomaly said: Also, I'm curious about that pistol, what model is that? And any plans to include the Heavy Cannon, Ballista, Unmayker and Crucible? Doom Eternal has an unused pistol that you can activate if you download malware Cheat Engine. 1 Quote Share this post Link to post
Phobos Anomaly Posted April 10, 2020 1 minute ago, Rampy470 said: Doom Eternal has an unused pistol that you can activate if you download malware Cheat Engine. I'm aware of the pistol, but that doesn't look like it from what I can recall. I'm not sure though, because I've never seen it from a centered perspective. 0 Quote Share this post Link to post
XxcglezxX Posted April 10, 2020 50 minutes ago, Phobos Anomaly said: I'm aware of the pistol, but that doesn't look like it from what I can recall. I'm not sure though, because I've never seen it from a centered perspective. the pistol does actually have a centered view but its only when using the alt fire mode 1 Quote Share this post Link to post
XxcglezxX Posted April 10, 2020 8 hours ago, Phobos Anomaly said: And any plans to include the Heavy Cannon, Ballista, Unmayker and Crucible? yea i dont really know much about doom modding but ill try to learn. for now though, i think ill stick with the classic weapons 1 Quote Share this post Link to post
DarkShotX45 Posted April 11, 2020 Little question Are there any plans to fix the clipping on some weapons and the arm? 0 Quote Share this post Link to post
𝕲𝖗𝖊𝖊𝖓𝖙𝖎𝖌𝖊𝖗1 Posted April 11, 2020 Nice job on the weapons. The punch is cut off early on non-4:3 resolutions as is the chaingun. But otherwise very nice. 0 Quote Share this post Link to post
XxcglezxX Posted April 11, 2020 7 minutes ago, DarkShotX45 said: Little question Are there any plans to fix the clipping on some weapons and the arm? yea im actually working on it now though what im doing is just upscaling the images so it will still occasionally clip in 16:9 mode 0 Quote Share this post Link to post
XxcglezxX Posted April 11, 2020 2 minutes ago, 𝕲𝖗𝖊𝖊𝖓𝖙𝖎𝖌𝖊𝖗1 said: Nice job on the weapons. The punch is cut off early on non-4:3 resolutions as is the chaingun. But otherwise very nice. yep working on 16:9 right now 1 Quote Share this post Link to post
DarkShotX45 Posted April 11, 2020 Wait, another question Does it come with the sounds from DE? 0 Quote Share this post Link to post
NoXion Posted April 11, 2020 The fist sprites look a little dark to me. 1 Quote Share this post Link to post
XxcglezxX Posted April 11, 2020 1 minute ago, DarkShotX45 said: Wait, another question Does it come with the sounds from DE? no i havent done that much. im still working on the spriting for widescreen mode 0 Quote Share this post Link to post
XxcglezxX Posted April 11, 2020 1 minute ago, NoXion said: The fist sprites look a little dark to me. might be because i took them in a different map. every weapon was screenshoted in the first area of cultist base where you spawn in while the fist was from the first area of exultia where you spawn in 0 Quote Share this post Link to post
XxcglezxX Posted April 11, 2020 (edited) UPDATE: 16:9 VERSION DOWNLOAD PK3 this fixes some of the clipping issues Edited April 11, 2020 by XxcglezxX 0 Quote Share this post Link to post
Katey Kat Posted April 11, 2020 omg, that actually looks really cool. ill check it out as soon as my computer is working again. 1 Quote Share this post Link to post
DarkShotX45 Posted April 12, 2020 I have a suggestion that you could ignore if you want Make the rocket launcher stay pointed at the middle when firing, it kinda looks weird imo when its pointing to the right while firing 0 Quote Share this post Link to post
Mr.Rocket Posted April 12, 2020 (edited) On 4/9/2020 at 9:18 PM, XxcglezxX said: i'd appreciate any tips on what i can improve on and feedback :))) Looks pretty cool so far! It needs the sounds, heh. Since you're using texture scripts for scaling, couldn't the images been of a higher res? eg, "larger" higher res images and then scaled down to the appropriate size via texture.txt. The resulting images will be super clear. ;) Of course this is totally up to you, and it's hard to tell, if when the images are hi-res, if they would look out of place as all the other surroundings will still be low res, as-is. Edited April 12, 2020 by Mr.Rocket 0 Quote Share this post Link to post
XxcglezxX Posted April 13, 2020 10 hours ago, Mr.Rocket said: couldn't the images been of a higher res? the sprites were originally going to even smaller as seen in my 4:3 aspect ratio version of the mod. there were low quality so that the classic muzzle flashes wouldnt look out of place. but now i think i might try going HD 0 Quote Share this post Link to post
XxcglezxX Posted April 13, 2020 10 hours ago, Mr.Rocket said: It needs the sounds, heh. yea it does, but i dont know how to extract the audio files :/ 0 Quote Share this post Link to post
Mr.Rocket Posted April 13, 2020 Yeah I'm not sure how you'd go about getting the sounds either, well aside from using sound recorder or similar? Turn the in-game music off, no monsters around, start recording weapon switch and firing.. Then of course edit your recorded samples into separate tracks. 1 Quote Share this post Link to post
XxcglezxX Posted April 13, 2020 14 hours ago, Mr.Rocket said: The resulting images will be super clear. ;) while the images are super clear, i still dont really know what to do for the muzzle flashes. i dont want to just cut out the muzzle flashes from my original screenshots because i cant do that for every weapon so im experimenting with hi res guns and classic muzzle flashes. what do you think? 0 Quote Share this post Link to post
Mr.Rocket Posted April 13, 2020 (edited) Yeah it's looking really nice! I see what you mean about the muzzle flashes though. Are you prepared to draw some new ones? If not let me know, I could take a stab at it, that is if you want? eg, clean them up, smooth the pixels out, adjust the color to matchup with the realism, add a little color reflections on the tip of the barrel, maybe add an alpha channel for translucency, etc. Btw, what was the number of frames on these? Any luck with the sounds? Edited April 13, 2020 by Mr.Rocket 0 Quote Share this post Link to post
XxcglezxX Posted April 13, 2020 (edited) 10 minutes ago, Mr.Rocket said: Any luck with the sounds? lol no ive been working on all of the sprites. the chaingun was a pain because i had to remodel a piece at the bottom so that the handle matched up with the shooting sprites handle also i dont really know if there is a way to not display certain sprites underneath the shooting sprites. if there was then i could just insert the screenshots without editing :/ 10 minutes ago, Mr.Rocket said: Are you prepared to draw some new ones? sadly no. as i said im still working on the sprites Edited April 13, 2020 by XxcglezxX 0 Quote Share this post Link to post
Mr.Rocket Posted April 13, 2020 (edited) Hey, I'm currently looking into seeing if PBR can be applied to your weapon mod, just to see if it's possible. I've only tried with wall and flat textures and layered on brightmaps as well, it should be the same concept though. More info here: I'll let you know what I find out. ;) Edited April 13, 2020 by Mr.Rocket 0 Quote Share this post Link to post
whatup876 Posted April 13, 2020 (edited) That reminds me, how long did it took for D4 mods to catch up? Because i think DBThanatos decided to take a while for a possible Eternal mod to happen (or not) and Kinsie was focused on Reelism 2 before even considering making a MetaDoom Eternal update. And i know D4D added Eternal stuff before release but i'm not sure if they went back to update that. Might be because of the files and assets to be extracted from the game. Edited April 13, 2020 by whatup876 fix 0 Quote Share this post Link to post
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