New R3D map

Talk about our & your projects.
User avatar
sitters
Hosted
Posts: 167
Joined: Sun May 24, 2009 6:49

New R3D map

Post by sitters »

Started a new map for Risen 3D.
It must be a reflection of the real world, with a lot of 3D model work to realise it.
I know a lot of people don't like models in a doom port, but I love it.
Also going to make a lot of puzzling with the help of 3D models.

Here some screenshots :


[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
User avatar
Tiger
Developer
Developer
Posts: 861
Joined: Thu Feb 25, 2010 3:44
Location: United States
Contact:

Re: New R3D map

Post by Tiger »

The map so far looks nice.
sitters wrote:I know a lot of people don't like models in a doom port, but I love it.
I disagree, it's just how the modes 'appear' and for 'what' they represent. Models of regular Doom monsters, for example, is much harder to grasp the same feeling that one would have with the Sprites as opposed to the models. However, that is only my opinion.
sitters wrote:It must be a reflection of the real world, with a lot of 3D model work to realise it.
Did you make all of those models?
Nicholas 'Tiger' Gautier
User avatar
sitters
Hosted
Posts: 167
Joined: Sun May 24, 2009 6:49

Re: New R3D map

Post by sitters »

Tiger wrote:The map so far looks nice.

I disagree, it's just how the modes 'appear' and for 'what' they represent. Models of regular Doom monsters, for example, is much harder to grasp the same feeling that one would have with the Sprites as opposed to the models. However, that is only my opinion.

Did you make all of those models?
Yeah, I made them all, for this room 23 models,
some textures are also modelled and baked out to a texture

The biggest problem I have with new monster models, are the animations,
I only have the sprite states for the frames, and that's much to low.

Sprite states en interpolations, not enough for a good looking monster animation, but its the engine.
User avatar
sitters
Hosted
Posts: 167
Joined: Sun May 24, 2009 6:49

Re: New R3D map

Post by sitters »

Still in the Bar, pity doom is a dwarf. ;)


[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
User avatar
Rex Claussen
Developer
Developer
Posts: 2597
Joined: Tue Jul 11, 2006 18:36
Contact:

Re: New R3D map

Post by Rex Claussen »

That is fabulous!

For player height (re: "doom is a dwarf"), in DECORATE for the player (ACTOR Doomguy : Playerpawn) you can use something like:

Player.ViewHeight 56
Player.AttackZOffset 24
User avatar
Enjay
Developer
Developer
Posts: 4720
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: New R3D map

Post by Enjay »

Or you could if the target engine was ZDoom. ;)

I wonder if perhaps Graham might consider adding the ability to change the player view height in Risen3D? Something like that would certainly help in maps with more realistically proportioned enemies and props (like your maps tend to be sitters). The map is looking very interesting BTW. :yup: I'm a big fan of maps that represent places that have a "could be a real place" feel to them.
User avatar
sitters
Hosted
Posts: 167
Joined: Sun May 24, 2009 6:49

Re: New R3D map

Post by sitters »

Thanks guys, :)

Yeah I send Graham an Email for the ability to change the player view height,
I like to make the map so real as possible, with a lot of 3D stuff

Willem
User avatar
sitters
Hosted
Posts: 167
Joined: Sun May 24, 2009 6:49

Re: New R3D map

Post by sitters »

Still in the bar, at the living part.

later on I make small props like beer-cans, papers, books, trash, for making it less clean.


[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
User avatar
Rex Claussen
Developer
Developer
Posts: 2597
Joined: Tue Jul 11, 2006 18:36
Contact:

Re: New R3D map

Post by Rex Claussen »

Very nice. Once you get the player view height "fixed", everything will look more natural.
User avatar
sitters
Hosted
Posts: 167
Joined: Sun May 24, 2009 6:49

Re: New R3D map

Post by sitters »

Great, Graham has implement the player view height,
Doom player is not a dwarf any-more. :)



[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
hawkwind
Posts: 32
Joined: Sat Jul 04, 2009 6:35

Re: New R3D map

Post by hawkwind »

This looks really good sitters. I'm looking forward to testing this one when ready. Now I'm wondering if Graham could make the view/weapon height an adjustable option for non R3D maps as well. I'll email him this request.
User avatar
Rex Claussen
Developer
Developer
Posts: 2597
Joined: Tue Jul 11, 2006 18:36
Contact:

Re: New R3D map

Post by Rex Claussen »

Very cool stuff, Sitters. Thanks.
User avatar
sitters
Hosted
Posts: 167
Joined: Sun May 24, 2009 6:49

Re: New R3D map

Post by sitters »

@hawkwind

Tanks,
The view/weapon height is now scripted , maybe Graham can make it also for the command line.


@Rex

Thanks.

Ok the bar is ready, so far 79 new models.
From the nice environment to the dirty sewer. :)

[spoiler]Image[/spoiler]
Arch
Posts: 8
Joined: Thu Sep 26, 2013 3:49

Re: New R3D map

Post by Arch »

Really impressive stuff, lovin those pics.
User avatar
sitters
Hosted
Posts: 167
Joined: Sun May 24, 2009 6:49

Re: New R3D map

Post by sitters »

At last, out of the dirty sewer. :)

[spoiler]Image[/spoiler]
Post Reply

Return to “Projects”