Blood HUD for Doom3

Cool ideas, unfortunately, they breach copyright.
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Ransu
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Post by Ransu »

If you can eventually make a whole Total Conversion with this, then that'd be awesome! :D
HYPE
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Post by HYPE »

already thought of that before...
maybe I can get some help from the transfusion team when I'm stuck?
*looks around*

@scarecrow: I am not very good at animating, I dont think I can make that fork usable :?
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Slink

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Post by Slink »

Keep trying to animate. Try to figure out where to effectively place key frames. ;) -Slink
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Post by HYPE »

no modelers here willing to help? :lol:
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Post by Kazashi »

To do the work for you, no. To give advice on modelling, yes. I'm busy with Transfusion and the Real World, but if you have a question (hopefully not application-related ) I can try to answer it.
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Post by HYPE »

okay, thank you, and yes, I meant help as advices. :)
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Post by HYPE »

oh, I think modeling is nothing for me at the moment :?
I have one question (yeah, and I know it sounds noobish, but): where do you start when making a mod? basic game mechanics and rules? custom content? or doesnt it matter?
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Post by Kazashi »

Start simple. Change some weapon damage values, redo a skin for an existing model (just beware of distributing the original game's content). Then, add simple things together to make more complex things (e.g. recode the Doom3 fists to do Blood's damage, work on converting that pitchfork to an unanimated md5mesh and replace the fists ingame, texture the pitchfork, build animations and learn to convert them to md5anim, adjust code to suit). Other people will probably have other ideas, but that's what I'd suggest.
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Caleb_2k
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Post by Caleb_2k »

srry for being a bit inactive, been busy with stuff >_>

great model btw =D
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Post by HYPE »

today I played around with photoshop, and I thought It would be nice if someone made hi-res versions of the blood textures. so I put my hands on it. what do you think? maybe I use them for my MOD, if I continue, or I give them to you as early christmas presents, maybe as optional hires packs for transfusion, dunno :lol:

Image


and sorry for the big image :roll:
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Willis

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Post by Willis »

I like the fact you had to distinguish old and new lol

Personally, I think stone looks absolutely terrible glossed. But unfortunately, that appears to be all that people want to see these days.
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Post by HYPE »

yup, you are right, a bit too glossy maybe, looks more like wet stone I think : /
I think I should do a remake with a more dry and "blocky" looking texture, this one has a bit too much noise huh?
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Dimebog
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Post by Dimebog »

Could you change the "material" to a less reflecting one?

Here's a tip if you ever go through with the mod: don't make hi-res versions of the hardly distincive textures such as walls - especially stone walls and tiled surfaces. If you HAVE to make hires stuff, remake only stuff such as normal mapped carved walls, carpets, paintings etc. Stuff that you recognise easily.

However, you might check the legacy doom mod for D3 - whoever made it, used the exact same low-res textures from Doom, and implemented them into the D3 engine.
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Caleb_2k
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Post by Caleb_2k »

i loved that doom mod for D3, too bad they never made the rest of the eps =(

that texture looks sweet HYPE, now all you need is to de-gloss it, blurr it a bit and normalmap or parralax map it :D


http://www.irrlicht3d.org/pivot/entry.php?id=6 <-- Parralax mapping
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Post by HYPE »

hope you like this version better:

Image
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