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Doom Reborn - Doom replica on idtech4


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I can't get enough of those high-def 3D renders of old 2D Doom textures, I love the amount of detail while still managing to look just like the source material!

TraceOfSpades said:

You should make the screen turn into a negative image when you pick up the invulnerability...not the white out like the original...a true negative image.

The iPad port of Doom does this and it's actually pretty cool (and hurts the eyes a bit less).

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I decide to play with some simple lowpoly modules. For now I have few variations of module based on brown texture and floor. All modules are tileable, so they can be used to build levels in simply way with little more complex architecture, but still with Doom simplicity feeling in it. 

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Edited by Reinchard

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Here's progress of my modular assets. As I said before I want to achieve some good balance between classic Doom simplicity and little more advenced architecture, but not as detailed as Doom 3 or Doom 2016. As always I test my stuff on CryEngine and UE, so this modules can be used for environment map for more advenced engines and of course in Doom Reborn mod. 

xbaiTO8.jpg

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V2Ibpji.jpg

 

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----- Initializing Decls -----
WARNING: file materials/decals.mtr, line 1495: material 'textures/decals/bloodspray' previously defined at materials/decals.mtr:99
WARNING: file materials/decals.mtr, line 1500: nested comment
WARNING: file materials/decals.mtr, line 1501: Missing decl name
WARNING: file materials/decals.mtr, line 1514: Expecting '{' but found '/'
------------------------------
------- Initializing renderSystem --------
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...shutting down QGL
_default material not found
 

Anyone know how to fix this?

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