DaliVinci Posted February 9 (edited) 16 hours ago, BaianãoDoido said: Holy, I love this! The weapon model goes so hard here. You really outdid yourself. Would love to see them in a form outside the Doom Remake 4 mod, though. Edited February 9 by DaliVinci 0 Quote Share this post Link to post
BaianãoDoido Posted February 10 On 2/9/2024 at 8:57 AM, B00m3rDoomer said: You are talented. Do not listen to critics who would like to impose you their vision of the game. Believe in what you want to do and have fun. Like some others in this thread, I have serious doubts about the relevance of full 3D models in Doom, and questions about the possibility to animate all this smoothly. But I fully respect your dedication to this. This game evolved because people thought differently and wanted, step by step, to remove some limits and create new stuff. And I suppose this is exactly what you are doing. Big-up, don't give up. thanks for the support On 2/9/2024 at 8:57 AM, B00m3rDoomer said: 2 Quote Share this post Link to post
BaianãoDoido Posted February 13 While making the rocket launcher I realized that the doom projectiles are disproportionate 3 Quote Share this post Link to post
BaianãoDoido Posted February 17 I found chainsaw machine gun in BD Enhanced Edition v19 (video old some changes have made) 0 Quote Share this post Link to post
Lobo Posted February 19 So far I've liked everything I've seen. I can imagine these models in a detailed mapset, maybe with a high res rexture pack thrown in, and then they wouldn't look as out of place as some are implying. 2 Quote Share this post Link to post
BaianãoDoido Posted February 24 (edited) WARNING THIS IS PROTOTYPE NOT THE FINAL MOD RUN WITH BRUTAL DOOM 19 WEAPONS AVAILABLE PISTOL SHOTGUN RIFLE ROCKET LAUNCHER CHAINSAW https://drive.google.com/file/d/1sxQUj-wDnGXuT8Fn0PNiocJpgawfOlsc/view?usp=sharing Edited February 24 by BaianãoDoido ERROS 1 Quote Share this post Link to post
BaianãoDoido Posted March 1 I trying made more realistic possible because the chaingun guy will use same weapon in animations 1 Quote Share this post Link to post
inkoalawetrust Posted March 2 If you are going to be making monster models too, and want the chaingun to be a bit more realistic. Then it might be better to just redesign it into more of an actual minigun, maybe something with a top handle that the chaingunner and player grab it from and put it under their arm, firing it with an ammo pack they're carrying instead of a comically tiny magazine, which is visually how the chaingunner does it too anyway. Basically something like this, but with a much slower fire rate. 0 Quote Share this post Link to post
BaianãoDoido Posted March 2 5 hours ago, inkoalawetrust said: If you are going to be making monster models too, and want the chaingun to be a bit more realistic. Then it might be better to just redesign it into more of an actual minigun, maybe something with a top handle that the chaingunner and player grab it from and put it under their arm, firing it with an ammo pack they're carrying instead of a comically tiny magazine, which is visually how the chaingunner does it too anyway. Basically something like this, but with a much slower fire rate. it will be a big weapon but I don't want it to be disproportionate so the soldiers who will use it will have a different model almost like a freak with so many muscles like Ronnie Coleman so that it doesn't look human, I think this concept would make sense because in Doom 2016 the bfg doesn't It's so ridiculous because of the lore surrounding the Doom Slayer. 0 Quote Share this post Link to post
OniriA Posted March 10 I feel these are covering way too much of the screen. 0 Quote Share this post Link to post
BaianãoDoido Posted May 13 For now there are still changes to be made to the animation, but it is very satisfying to shoot with the plasmagun https://drive.google.com/file/d/1BtLzVNSmbOWBJAMgICl4kQIMOhuSk_GH/view?usp=sharing 0 Quote Share this post Link to post
B00m3rDoomer Posted May 18 Hi, got this error when loading weapons.zip with gzdoom : Execution could not continue. Script error, "WEAPONS.zip:modeldef.doom.weapons.txt" line 1: MODELDEF: Unknown actor type 'Rifle' 0 Quote Share this post Link to post
BaianãoDoido Posted May 26 On 5/18/2024 at 8:11 AM, B00m3rDoomer said: Hi, got this error when loading weapons.zip with gzdoom : Execution could not continue. Script error, "WEAPONS.zip:modeldef.doom.weapons.txt" line 1: MODELDEF: Unknown actor type 'Rifle' RUN WITH BRUTAL DOOM 19 0 Quote Share this post Link to post
inkoalawetrust Posted June 19 For making 3D monsters not look weird and cursed. You will need to at least redo how they move at all. As bare minimum, you'll need to make them able to smoothly turn around instead of abruptly snapping at 8 cardinal angles like in vanilla Doom. Either by using a smooth turning library that IIRC works with A_Chase (I can't find it right now, but I'll update this post with a link if I do.), or by using entirely different movement code that just naturally can turn monsters around smoothly. Also either with A_Chase or custom monster movement code, it would be a good idea to switch from making long call frames calling the movement code like this: TROO A 4 A_Chase(); To more frequent calls like TROO A 2 A_Chase(); So they move smoother in straight lines too. 1 Quote Share this post Link to post
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