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NO MORE 3D CURSED MODELS FOR DOOM


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16 hours ago, BaianãoDoido said:

Screenshot_Doom_20240208_225810.png.5910c665bc66408ee981885393bcd738.png

Screenshot_Doom_20240208_230054.png

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 by DaliVinci

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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:

image.png.dccab0e239e9f41900be4e67484642fa.png

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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.

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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.

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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.

 image.png.948a876ed5c0512e6cbfb46dece5ef65.png

image.png.302e66174f93bce311cfdbefc26fd3d2.png

 

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  • 1 month later...

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'

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  • 2 weeks later...
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 

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  • 2 weeks later...

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.

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