Blood HUD for Doom3

Cool ideas, unfortunately, they breach copyright.
User avatar
Ransu
Night Owl
Posts: 550
Joined: Sun Dec 10, 2006 09:44 pm
Location: Kissimmee, Florida, USA
Contact:

Postby Ransu » Fri Apr 27, 2007 05:54 am

If you can eventually make a whole Total Conversion with this, then that'd be awesome! :D
HYPE
Cultist
Posts: 61
Joined: Tue Apr 24, 2007 02:27 pm

Postby HYPE » Fri Apr 27, 2007 06:15 am

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 :?
User avatar
Slink

Not to be a dick, but...

Posts: 1913
Joined: Mon Aug 16, 2004 04:42 am
Location: Niagara County, NY

Postby Slink » Fri Apr 27, 2007 07:59 am

Keep trying to animate. Try to figure out where to effectively place key frames. ;) -Slink
HYPE
Cultist
Posts: 61
Joined: Tue Apr 24, 2007 02:27 pm

Postby HYPE » Sun Apr 29, 2007 12:25 am

no modelers here willing to help? :lol:
Kazashi
Shadow Warrior
Posts: 421
Joined: Tue Aug 10, 2004 09:40 am
Location: Blue Mountains, Australia
Contact:

Postby Kazashi » Mon Apr 30, 2007 02:55 am

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.
HYPE
Cultist
Posts: 61
Joined: Tue Apr 24, 2007 02:27 pm

Postby HYPE » Mon Apr 30, 2007 05:08 am

okay, thank you, and yes, I meant help as advices. :)
HYPE
Cultist
Posts: 61
Joined: Tue Apr 24, 2007 02:27 pm

Postby HYPE » Mon Apr 30, 2007 02:52 pm

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?
Kazashi
Shadow Warrior
Posts: 421
Joined: Tue Aug 10, 2004 09:40 am
Location: Blue Mountains, Australia
Contact:

Postby Kazashi » Wed May 02, 2007 02:34 am

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.
User avatar
Caleb_2k
Acolyte
Posts: 333
Joined: Sun Jul 03, 2005 07:56 pm
Location: Sweden / Malmö
Contact:

Postby Caleb_2k » Wed May 02, 2007 02:23 pm

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

great model btw =D
HYPE
Cultist
Posts: 61
Joined: Tue Apr 24, 2007 02:27 pm

Postby HYPE » Mon May 07, 2007 11:54 pm

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:
User avatar
Willis

Master of the Mask
Lead Programmer

Posts: 870
Joined: Tue Aug 10, 2004 09:28 am
Location: Eau Claire, WI USA
Contact:

Postby Willis » Tue May 08, 2007 04:12 am

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.
HYPE
Cultist
Posts: 61
Joined: Tue Apr 24, 2007 02:27 pm

Postby HYPE » Tue May 08, 2007 05:35 am

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?
User avatar
Dimebog
The Enlightened Florist
Posts: 284
Joined: Tue Jul 18, 2006 02:22 pm
Location: Among The Living
Contact:

Postby Dimebog » Tue May 08, 2007 11:40 am

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.
User avatar
Caleb_2k
Acolyte
Posts: 333
Joined: Sun Jul 03, 2005 07:56 pm
Location: Sweden / Malmö
Contact:

Postby Caleb_2k » Tue May 08, 2007 02:04 pm

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
HYPE
Cultist
Posts: 61
Joined: Tue Apr 24, 2007 02:27 pm

Postby HYPE » Wed May 09, 2007 01:10 pm

hope you like this version better:

Image

Return to “xenoBlood”

Who is online

Users browsing this forum: No registered users and 3 guests