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mapping for pr boom+ and loading OTEX textures.
darkfader replied to darkfader's question in Editing Questions
solved: needed to add -wads to command line arguements. -
I'm having trouble with mapping for pr boom+, and loading OTEX textures correctly. I have loaded doom2.wad, and OTEX.wad, i am able to see the OTEX textures in UDB2, but they are missing in-game.
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Model showing up in UDB2, but not in-game with gzDoom.
darkfader replied to darkfader's question in Editing Questions
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Model showing up in UDB2, but not in-game with gzDoom.
darkfader posted a question in Editing Questions
I have a model .md2 that I am trying to bring into my map. I have it shown up in UDB2, but it doesn't show up in-game. I have included the Q2.pk3, but changed it to .rar so i could upload it here. Q2.rar I'm thinking it's a pathing issue? Also, in MODELDEF.txt, FrameIndex MDLA A 0 0 ... can i set which frame the model is on with this line? Any help will be greatly appreciated. Q2.rar -
Rouge, I appreciate your time to help me. I have a quake.mdl I export it to a wavefront.obj using blender. I import it into ultimate doombuilder 2, and it doesn't import correctly. What am i doing incorrectly? I suppose I'm trying to avoid writing a def file for this .. it seems like an extensive task. edit -- ok, I see that i need to convert my .mdl to an md3, or md2. edit II - ok, nvm. I am getting it. It isn't showing up in game though ...
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I will start sorting through them now and getting familiar with the functions. Thank you for the direction. Is aligning textures around a hexagon a tricky deal? It seems that when i align one side, the others de-align. I'm assuming that the engine treats all sides of a hexagon as one continuous face?
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Thank you for the detailed info. I will have to learn more about the DOOM visplanes, i hope they are similar to Quake's. It seems like a lot of commands can be figured out by generally using shift or cntl / click. By any chance, do you know how to align textures in 3d view mode from one surface to another with a KB shortcut? Any easy way to stretch textures on X and Y axis without numerical input?
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I come over from Quake mapping with Trenchbroom. - Should I separate mapping sections into areas separated by worldspawn to prevent performance issues while playing? - also, in the picture. Are these linked groups? So i modify one, and the others reflect the changes? what is this called? Is there hotkeys for creating groups? or linked duplicates? any direction would be greatly appreciated.
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[Doom CE] Doom 64 CE Reworked (v1. 1, now on moddb)
darkfader replied to NaliSeed's topic in WAD Releases & Development
This is an absolute gem hiding in the rough... Very well done. Thanks for the hard work! This mod has encouraged me to play the D64 world for the first time. Due to being an adult with The Nintendo 64 was released, and... well, Quake, I was very skeptical of Doom64. -
Similar wad/textures to BTSX open to use on other projects?
darkfader replied to darkfader's topic in WAD Discussion
That is perfect! Thank you for the referral. -
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I had created this thread before inquiring about using BTSX Textures, but it was quickly closed, otherwise I could ask in my previous thread. I'm curious if there is another wad/texture set that is similar to BTSX, that I can openly use on my project? The palette is beautiful, and I'm hoping to find something similar. Thanks for your help.
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Hello, I am Mike, a long time Doom/Quake/Wold3d user since 1992, and I'm hoping to touch base with the original creators of BTSX to hopefully port the maps over to Quake format, for a Quake/BTSX Episode using Quake 2 monsters, and Arcane Dimensions code. I have already been working on the code for the past 3 months, creating new projectiles, and editing monster behavior, etc. I really enjoyed the BTSX Episode 1 experience, so I'm hoping to get permission from the creators. I have put together a preliminary video/screenshots to highlight what it will look like in the end. I am hoping to release a full BTSX version with all 32 maps, and will also be orchestrating all music for the episode. Any help is greatly appreciated (tools to convert maps, assets, etc.) And thanks to the community for a great modding community. Doom2 is one of my favorite games, and will remain so until I die. Also, if I'm able to proceed with this project. I will need help in converting some of the original BTSX maps to Quake format .map. I was able to use Doom2Brush to convert half of them, but some were unsuccessful. [youtube]
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