Posted by: Jay Doomed« on: October 30, 2017, 11:28:24 AM »Posted by: Duke64« on: October 29, 2017, 11:54:29 PM »Some map i'm working on
![]() ![]() Posted by: thebestmlTBM« on: October 14, 2017, 11:47:57 PM »This is amazing! Although I would like to see the Turok Themed Version of Knee Deep In The Dead!
Where it has a whole map in one episode kinda like the Doom Wad called "Knee Deep in ZDoom" Posted by: Smoke39« on: October 11, 2017, 08:48:58 PM »I'm curious though, do you have some kind of process for doing this? I'm totally willing to go through a lot of bullshit to get the nodes working, cause I had a lot of other guns I wanted to animate properly. I implemented kaisers model format notes as C++ data structures. They can load and save models, and I've been gradually adding some general-purpose functions, but for model-specific changes I write a dedicated function and recompile the program. Not terribly efficient, but it hasn't been bad enough yet to drive me to research GUI libraries. :b Can fireseed import skeletal meshes properly? Converting from T2 to T1 is pretty generic functionality. I could maybe put together a reasonably user-friendly T2->T1 command line tool. Posted by: DoomMarine23« on: October 11, 2017, 08:06:30 PM »Are they lever-action? You can't have akimbo shotguns without the Terminator twirl. Sure, I'll send it over when I get the time. I'm curious though, do you have some kind of process for doing this? I'm totally willing to go through a lot of bullshit to get the nodes working, cause I had a lot of other guns I wanted to animate properly. Posted by: Smoke39« on: October 11, 2017, 07:09:02 PM »Are they lever-action? You can't have akimbo shotguns without the Terminator twirl. That's a bit much to try to do with just a hex editor. I can split it into 2 nodes for you if you want. Posted by: DoomMarine23« on: October 11, 2017, 09:37:08 AM »Akimbo Shotguns Trust me, I totally wanted that. But despite going nuts with a hex editor, I still can't figure out any way to give a custom model more than 1 node for animation ![]() Posted by: Smoke39« on: October 11, 2017, 05:18:42 AM »Akimbo Shotguns Are they lever-action? You can't have akimbo shotguns without the Terminator twirl. Posted by: DoomMarine23« on: October 10, 2017, 02:37:57 PM »Working on snow textures and Santa sleeves.
![]() Akimbo Shotguns ![]() Posted by: Deathsphere« on: October 04, 2017, 02:55:42 PM »Looks good waiting to play.
Posted by: Jay Doomed« on: October 02, 2017, 11:48:27 AM »o nice looks good. Can't wait to try it out. Thanks yeah I know its kind of small with a few areas. But now I know a lot more about the editor and setting up single player campaign gameplay. The next map should be larger ![]() Posted by: BehemothProgrammer« on: September 27, 2017, 09:08:36 PM »o nice looks good. Can't wait to try it out.
Posted by: Jay Doomed« on: September 27, 2017, 03:41:58 PM »Looking niice. Who I learned from? xD Map nearing finish. ![]() Posted by: Duke64« on: September 26, 2017, 06:01:17 PM »I'm working on my map here and it should be done really shortly. I already have Sixty Fours 3 keys to open the portal exit scripts set up and the level can be completed now. Don't have a name yet should be soon. Its a smaller map inspired by Doom 1/2 level sizes. Won't be to big but at least its another map. Looking niice. Posted by: Jay Doomed« on: September 26, 2017, 10:56:00 AM »I'm working on my map here and it should be done really shortly. I already have Sixty Fours 3 keys to open the portal exit scripts set up and the level can be completed now. Don't have a name yet should be soon. Its a smaller map inspired by Doom 1/2 level sizes. Won't be to big but at least its another map.
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