![]() ![]() After Dawn is based on many of the resources from Genetech and in After Dawn I don't use the weapon idle animations to avoid this effect. The only way to animate with OBJs is to make a new OBJ model for each frame the model needs, so the MD3 format would be better for animation as the OBJ format doesnt support animation.Īvoid the MD2 format since it warps the model during animation, if you check out Genetech by Enjay and then pay close attention to the idle animations of the weapons then you will see the weapon 3d models during animations are almost behaving as if they were being boiled or something. Is it possible to convert OBJ models into MD3 and then animate from there? (I have converted some to OBJ files, but didn't know you can't animate that, thanks for that heads up btw). If converting those into md3 is possible, these should be as well. Also AFAIK bumpmapped sprites aren't a thing. Once again, many thanks and as soon as I have a model finished or textured at last or something, I'll keep you guys posted, cheers!Ĭonverting the models from OBJ to MD3 can be done with Noesis. Gonna check your mod CBM, maybe we could collab on something lol, who knows? I have thought however that in any case maybe they could be used as HD sprites, tho I also kinda dunno how to do that but at least I could "prepare" the "materials" until then.Īnd btw, I have a notion that it is possible but haven't seen it working yet, it is possible to have bumpmapped sprites at all? I think I've seen one guy do that with the shotgun sprite but never got to see it in motion. I have some background as a 2D animator but I have no idea how to animate in 3D, or if it would look any good in motion if I animated these fuckos. ![]() Lowering the polys was something I knew that would have to be done if these were actually to work in game, just like when people use Doom 2016 models in GZDoom. but there's a way in Sculptris to lower the polycount by a lot but it loses some of the sharpness of course. Thank you so much for the positive feedback and some input on how one would export these to GZDoom!īefore even animating I would have to finish one of these models. Nice little game.I posted all those pics, and never came back to see what people had to say up until now, "chaos reigns" xD If you have opinions on this subject, I trust you know enough about it to experiment for yourself.Ĭircling around the voxellated gibs did remind of Doomdream, a wee free walking simulator recreating dreams after playing too much Doom. GZDoom is the officially required engine port, and I don't know if you can make it work on other ports. To run it, simply drag the zip file on top of the GZDoom executable, and away you go. Unzip GZDoom, copy the file Doom.wad from your Doom directory into GZDoom's directory, then whack Voxel Doom's cheello_voxels.zip in the same place. To admire the voxels yourself, you will need: 1) a copy of Doom 2) the newest version of GZDoom, a fan-updated engine 3) Voxel Doom from Mod DB. I have enjoyed Cheello's timelapse videos showing the process of recreating individual sprite frames in voxels: Mods which make the game look how I had remembered them and don't compromise their style. Huh! The only other makeover mod I feel this way about is the remarkable Resident Evil 4 HD Project. This voxel mod, I think, might actually be how I'd prefer playing Doom going forward. Modders have made polygonal 3D models replacing Doom's sprites before, and they've never looked right to me. It could perhaps look more natural with a few more frames or little tweaks, but I really admire Cheello's restraint to not do that. Enemies can look a touch weird up close, especially anything with an open mouth (poor Pinky in particular), but once you're even a couple metres away it's just grand. And the shower of mid-air gibs is amazing. Voxel Doom looks pretty great! Things look like the originals, only now they're solid objects I can see from all angles, not just the handful of sprite angles. ![]() The mod only recreates Doom 1 monsters right now, but creator Daniel "Cheello" Peterson says "Doom 2 monsters will be completed in the very near future." ![]() No more monsters snapping between directions or props rotating to face you, it's full fancy 3D. The mod, Voxel Doom replaces the sprites for monsters, weapon pick-ups, items, and decorative props with 3D voxel versions. took me a while to remember how to navigate Mt Erebus Watch on YouTube To see this content please enable targeting cookies. ![]()
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