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INfront95

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About INfront95

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    In the temple of CHONK ....
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  1. By all means ask people about doom tools, i never touched it but heard that its one of the best ways to do advanced dehacked stuff
  2. Dsdhacked has nothing to do with decorate its an extension of Dehacked https://doomwiki.org/wiki/DSDHacked If you want to do something with it i suggest to learn basic Dehacked first and go from there. Without any external tools DSDhacked is written on top of generated Dehacked file. In notepad or any text editing program of your choosing. Difference between DSDhacked and Mbf21 is DSDhacked remove any limitation. https://github.com/kraflab/dsda-doom/blob/master/docs/dsdhacked.md Tldr brute workflow goes something like this: You get Whacked4 or Doomtools (never used it personally), do your work (In Boom extended or Mbf21) generate Dehacked file, and edit this file on top. For Dehacked tuts your can watch Doomkid's tutorials on YT , but imo just practice in WhackED4 and learn by hand . Explanation of other thigs exist in the written forms. For example Mbf21 https://github.com/kraflab/mbf21/blob/master/docs/spec.md Same flow, you get Dehacked file, and edit it with texts
  3. Josephine from DA:I, Cunning, Polite, good advisor, Professional diplomat and the accent just "Mua"
  4. Alternatively you can go bruteforce and cut wall shadows into joined upper and lower sloped sector. GZDOOM: UDMF has separated shadow values for every surface, do lower sector and floor darker, and upper and celling normal. And you will have nice and clean cut
  5. Gzdoom: how different fully invisible 3d floor (aka no textures to draw) will affect perfomance. I need them for collisions, and to fit the shape need to stack a bunch. Tldr is there a difference in perfomance between invisible or normal textured 3d floors
  6. Also good use of photoshop funcions, i see you used "wind" one on the picture with big guy. Blue dude with Red mohawk has this Boris Valejo vibe.
  7. Unless its something really egregious like some guns in Fallout 4, no, don't care that much. On the other hand, when gun is made maximally realistically or with thought in mind, even if its sci-fi or normal ones, it only benefit player experience
  8. At this point, i don't think so, no. Almost every geometry can be made in UDMF albeit with some limitations. Trims? slap 3d floors. Room over room? slap portals. Something more complex? Slap 3d models. Only problem is to adjust collision but imo even modern games are just boxes under the mesh fluff. Tho i would've liked somekind of slope support for software engines, just personal peeve.
  9. I see you have a thing for something...... can't put my finger on it....... just on a tip of a tounge...... hmm....... can't seem to find it..
  10. Don't know if its artistic decision or not, but do you know that in UDB, there is a screenshot button, you can set up it in preferences. Ctrl+F12 for me
  11. If possible. They are contributing in increasing of linedef count, and overall filesize. Blink and your wads will weight more than you expect. But again beauty demands sacrifices.
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