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Ed

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  1. Both! I exported the primitive shape as an obj, gussied it up in Blender, then dropped it over the primitive it was exported from - collisions intact. Doors are poly-objects, impassable lines for rails, and invisible bridges for the seats.
  2. Cyberpunk is a dish best served with complete irreverence.
  3. Textures I've been making mostly in Blender. I just got past the 400 materials mark. Mostly tech-base right now with some cyberpunk elements mixed in. Definitely Doom 3 / Quake 2 inspired though.
  4. Most of them are normal/spec with PBR used here and there. I'm leaning into a cartoonish kind of look, and the softer specular reflections seems to serve that a bit better. I use PBR when I want something to pop a bit more with sharper reflections, so there's a bit of contrast between the material types.
  5. Having fun with some new texture sets
  6. Textures can have normal maps assigned to them, but the actual map geometry does not. When you get into adding PBR / NM/SP textures, you run into a lot of lighting jank that really shows the limited geometric complexity of the Doom engine. The specular lighting sticks out like a sore thumb when it comes to subtle angles or surfaces such as terrain, as it doesn't gradient across those angles. I find that less is more. Keep the highlights subtle and the textures constructed with the engine limitations in mind. Sneezy Mcglassface pretty much said it. Building PBR materials is a much bigger to-do than a simple diffuse. Not only the construction of the assets, but also writing GLDEFS and adjusting those assets to what looks good in-game after they're implemented. Additionally, the lower the sector light level, the more dramatic the PBR will look. Unfortunately, the editor doesn't show that in real time, so there's some back and forth to deal with on that end as well.
  7. https://doomwiki.org/wiki/SLIGE Doom was 21 years ahead of the AI curve.
  8. There are a lot of great songs in FFT, but the tension and the way the harmonies build on top of the melody really get me.
  9. I'll shoot in raw with my DSLR, but a 64 gig SD fills up incredibly fast when doing so. It's better for capturing and retaining a wider spectrum, but I can't imagine using it for gaming assets without blowing out your texture memory in 5 seconds.
  10. Composite texture painting. Moreover, materials that can be assmbled in the same manner as TEXTURES, with the most forward facing material getting priority for it's corresponding GLDEFS properties. Making normals for new composite textures is a pain. Utilization of embedded loop-points in audio files and the ability to script a cue to jump to a wav when the current loop concludes. Not so much source port, but a more visual means to implement models/animations to MODELDEF. Jumping between multiple applications works, but having a utility that was self-contained, with in-game size references for scaling purposes, and to be able to assign the frame name on a timeline would be aces. OBJ based primitives with assigned collision that can be textured / scaled in the editor.
  11. https://bandcamp.com/edfive0 My Bandcamp profile - some 213 albums. I tend to buy albums on Bandcamp Friday, where all of the profits go to the artists. I buy up a lot of vinyl from 'legacy' bands, but as far as physical releases, I prefer cassettes. I don't listen to them often, but they're more like band trading cards that don't take up a lot of space. Bandcamp is great, but for artists, it's not an evergreen source of revenue or attention. Attention is the real currency for musicians, because it drives show attendance, merch sales, Twitch subscribers and Patreon supporters. In that sense, Spotify serves a purpose. A Bandcamp release has a life-cycle of about two to four weeks and it's dust in the wind. Once a song gets into the algorithmic stream on Spotify, it can pop up on feeds indefinitely. I don't like it. I don't use it. However, many artists would prefer you find them through there as it drives listeners to their bigger sources of revenue.
  12. Agreed. The Doom Community has been pretty remarkable at archiving it's own history. I admittedly forgot about Thrust until you mentioned it. That's a shame, because that demo was one of the first times I think a lot of people realized what doors could be opened with the source release.
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