Talk about our & your projects.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Fri Feb 11, 2022 15:58
Thanks,
I also like this type of robot, because of the rotten MD2 format with its swimming vertices.
Less chance that the model will be messed up.
Enjay
Developer
Posts: 4748 Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Post
by Enjay » Fri Feb 11, 2022 20:58
Also very nice. They look like they are quite small? Wonderful range of robot styles and types in this mod. Very imaginative.
The MD2 format is indeed awful. It's a shame that your beautiful models will, ultimately, all sustain some damage from the format.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Sun Feb 13, 2022 11:07
Yeah he is not big but deadly.
Just a mapping break, and playing with robot modeling
Enjay
Developer
Posts: 4748 Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Post
by Enjay » Sun Feb 13, 2022 11:18
Now were getting into weird and disturbing territory. Nice!
Rex Claussen
Developer
Posts: 2659 Joined: Tue Jul 11, 2006 18:36
Post
by Rex Claussen » Sun Feb 20, 2022 3:18
Enjay wrote: ↑ Wed Feb 09, 2022 8:49
Wow! That's stunning - seriously high quality modelling there.
I absolutely agree.
Enjay wrote: Now were getting into weird and disturbing territory.
Phantasmagoria
hawkwind
Posts: 35 Joined: Sat Jul 04, 2009 6:35
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by hawkwind » Wed Mar 02, 2022 5:59
Nice work as usual Wim. I'm looking forward to testing this when ready.
Now that R3D supports the MBF Friend Thing flag, have you considered using this ?
I think it would be great to see some renegade robots support the player.
.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Tue Mar 08, 2022 16:24
#hawkwind, Yeah I'm thinking about it, maybe reprogram an enemy.
Sometimes a shot :
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Sun Mar 13, 2022 13:50
We have a problem when activated
Enjay
Developer
Posts: 4748 Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Post
by Enjay » Sun Mar 13, 2022 14:00
Definitely getting Fritz Lang's Metropolis vibes from that screenshot.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Mon Mar 28, 2022 16:50
A shot of the production line of human robots.
Animated, with four models.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Thu May 19, 2022 12:33
Wiped out by robots.
All 3D models with baked light for realisms.
Enjay
Developer
Posts: 4748 Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Post
by Enjay » Fri May 20, 2022 14:38
Making the entire street scene using models is a an interesting approach. Unusual for a Doom-based game. It looks very cool.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Sun May 22, 2022 10:20
yes,
it is Unusual, but buildings with only textures don't look good, there is no normal or bump mapping,
I like real 3D stuff, disadvantage is you need a good video card for rendering.
Enjay
Developer
Posts: 4748 Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Post
by Enjay » Thu May 26, 2022 13:53
Any idea what sort of video card will be the minimum required for this map?
I'm pretty sure that my GeForce RTX 2060 will be absolutely fine but it might be useful for people to know what kind of spec you are aiming for.
sitters
Hosted
Posts: 169 Joined: Sun May 24, 2009 6:49
Post
by sitters » Sun May 29, 2022 6:55
Oh yes,
I'm testing it out with an nvidia Geforce GTX 660 and nvidia Geforce GTX 1060.
And I keep at least 100 FPS spare for the models of the enemies and battles.