Parallax: The Pinnacle of the Paranoid Paranoiac

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Expand view Topic review: Parallax: The Pinnacle of the Paranoid Paranoiac

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Rex Claussen » Tue Apr 02, 2024 0:44

Nigel, thanks for all your efforts. For now, just let it go. I will keep searching for machinery (I wonder if Quake 4 has stuff we can use - keeping in mind, however, that we are already using lab-type equipment from Q4).

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Rachael » Fri Mar 29, 2024 10:45

Pipe segment with redone UV. I just projected from the top, feel free to rotate it if need be.
Attachments
pipe-segment.zip
(52.22 KiB) Downloaded 129 times

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Rachael » Wed Mar 27, 2024 12:40

I can redo the UV mapping on the pipe, sorry about that. I'll do that later today.

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Enjay » Tue Mar 26, 2024 22:56

OK, I tried using a texture on the turbine.

By happy coincidence, the baked-in shading on the texture just happened to line up with elements of the model reasonably well.
This is just a hi-res version of SHAWN2 from a texture pack blindly mapped to the model with no re-working at all. There is a bit of Z-fighting in the middle, but that would probably be a quick fix.

Image

Without shading.

Image

Unfortunately, it didn't work out well for the pipe. The baked-in shading on the texture repeats around the circumference of the pipe. Significant remapping of the texture would be required. More problematically, I think that the model has too many polys to convert to an MD3. You can see how bits of the model are missing and some lines are in the wrong place.

Image

I'm not sure what the best way forward here is.

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Enjay » Tue Mar 26, 2024 22:44

Rex Claussen wrote: Tue Mar 26, 2024 16:05 @Nigel: Would you be able to convert these into .md3 files, and include the basic DECORATE definitions? I'll take it from there.
Hmmm... OBJ files (as I understand it) don't need to have a texture based skin (though they can use them), but can get their surface information from internal definitions (in the mtl file?). These models do not have texture based skins, so conversion to MD3 is not as easy. I'd have to create a skin that matched the materials in the model (an MD3 without one would be invisible). In itself, it's not difficult to make a basic block of colour skin, but the result would be underwhelming: the model would look very flat/unshaded.

I'm not sure how to proceed here.

Anyway, for for info, here are a couple of quick screen grabs of what the models look like in Noesis. Note: Noesis renders with shading. The result would not look this good in GZDoom with an MD3 (not sure how the OBJ would look in GZDoom).

The pipe has been setup with a dark grey coloured material, the turbine has a white material (which gives an idea of just how much shading Noesis is applying).

Image

Image


Without shading, the turbine looks like this.
Image
Obviously a skin that is not as white would look better (perhaps even something based of of a hi-res version of SHAWN2 or something) but I'm not sure how nicely it would work out.

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Rachael » Tue Mar 26, 2024 20:56

Do you have a SFTP client available? I think mostly all that needs to be done is to set you up with a new SSH keypair if you lost the old one.

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Rex Claussen » Tue Mar 26, 2024 16:16

On a related note, I have reached the point where I believe I (and the project) could really benefit from collaboration. I'm not referring to the voice acting and music; I'm speaking of the maps themselves. More specifically, I'm burnt out with this monster space station map and could really use ideas to make the game-space more interesting. To that end, I'd like to upload the WIP for availability to the Persecution Complex team. But https://forum.zdoom.org/viewtopic.php?p=1238876 and I'm not sure how else to upload somewhat large files without creating an additional account with a free hosting site.

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Rex Claussen » Tue Mar 26, 2024 16:05

Thank you, Rachael.

My computer situation is weird: My personally-owned computer only supports the hacked version of GZDoom that I've been using for editing and testing purposes. My company-owned computer supports all versions of GZDoom, but I don't use this for editing - just for playing around on a limited basis. Therefore, I'm hesitant to use this computer to edit GZDoom to insert an .obj file, even into a test file.

@Nigel: Would you be able to convert these into .md3 files, and include the basic DECORATE definitions? I'll take it from there.

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Rachael » Fri Mar 22, 2024 4:08

One single turbine
Attachments
Turbine.zip
(19.54 KiB) Downloaded 173 times

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Rachael » Thu Mar 21, 2024 16:18

Here is a pipe segment model
Attachments
pipe-segment.zip
(36.22 KiB) Downloaded 176 times

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Enjay » Wed Mar 20, 2024 1:31

Rachael wrote: Tue Mar 19, 2024 10:16 If not, I am sure Nash or Enjay or someone else can convert those to .md3's for you. (Though in the past couple years GZDoom did gain .obj support, I don't know if the GZDoom you can still use is new enough for that)
Unless there is anything particularly weird about the OBJ files (which I don't expect there to be) then converting to MD3 should be easy enough.

From what I've seen, native OBJ support seems to be good, so it does really depend on what version Rex is using and his personal preferences I guess. I'm happy to do conversions if needed.

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Rachael » Tue Mar 19, 2024 10:16

That forum is one of the ones I don't check or I would have tried to help you, myself. You're right it gets lost in the shuffle - I have stopped looking there entirely because nothing seemed to hold my interest.

That being said, I can certainly help you with some of these requests. I'll try and go through your list tomorrow and see what I can do. Unfortunately I can only really do .obj's, but hopefully they'll be sufficient for your needs. If not, I am sure Nash or Enjay or someone else can convert those to .md3's for you. (Though in the past couple years GZDoom did gain .obj support, I don't know if the GZDoom you can still use is new enough for that)

When it comes to static, non-character stuff, I got you covered.

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Enjay » Mon Mar 18, 2024 21:57

Sorry, I didn't notice that post. I'll have a look to see what I have. It won't be immediate though.

(On a very quick dive, most of the things I have that might fit that requirement are models that I have already given you in the past. I don't have too much in the way of generic pipes and random machinery. I will look some more though.)

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Rex Claussen » Mon Mar 18, 2024 16:33

Rex Claussen wrote: Sun Dec 17, 2023 1:02 You can imagine how tedious the creation of geometry can become.
One way I intend to "fill" up the empty spaces and reduce the creation of 3D constructs upon 3D constructs is to use models. To that end, I had made a request in the ZDooM forums but it appears to have gotten lost in the shuffle. If someone on these forums [hint, hint, @Enjay} has, or can point me to, some such models it will make my life a whole lot easier.

Cheers!

Re: Parallax: The Pinnacle of the Paranoid Paranoiac

by Enjay » Wed Dec 27, 2023 22:55

I'm OK with visualising 3D space too. But, even on a true 3D game, a lot of the editing is done using plan and elevations in the respective editor rather than actual 3D representation (and even then, it's actually on a flat screen, of course).

With Doom, however, the head-scratching comes in (for me anyway) because the game isn't a true 3D one. So 3D structures are made by using control sectors off to one side in some void space, or with special fields and formulae. 3D slopes are (or were) particularly problematic. Until editors had good support for it, it was almost like you were supplying the game with an Ikea kit that the game engine assembled for you. You provided lots of separate bits and instructions, but the game assembled it. At least UDB now has excellent 3D floor support and you can create things in the editor as you make it, looking much as they appear in the game.

Hmmm... I really need to get myself back into editing. Real life has taken me away from it (and other hobbies) for quite a while now. I'm hoping to be able to address that before too long.

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