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Posted: Sun Sep 09, 2007 23:03
F***ing hell, this stuff is awesome
I can't wait for the HeXen pack! Put this with the FreeLanzer stuff when it's done and the Doom family games might finally have something to rival EDuke32 + DN3D HRP.
Posted: Tue Sep 18, 2007 18:36
Little update and finally continuing working on this (I lost my motivation on this for a while).
Now with a nicer new style I hereby present you how Cacodemons go boomy on gibbing:
Also, fighting Mr. Cyberdemon
More comes later
- Make nicer blood.
- Redoing the effects.
- Making more particle graphics.
And now, after this rather little update, back to work
Posted: Wed Sep 19, 2007 14:03
Wow, I didn't see these yet, I like the cacodemon gib!
Posted: Sun Sep 23, 2007 12:40
Posted: Wed Sep 26, 2007 14:06
Nice stuff there
However, I think most of the effects don't look translucent enough, if you know what I mean.
The sprites you use seem to mix into one big glowing and makes it impossible to see anything beyond it!
I also think the reviving effect of the Arch vile should be something like red fog rahter then the fire you used, since it's hands seem to glow in a red light when reviving a monster.
Still some good work here, so keep it up!
Posted: Tue Oct 02, 2007 20:04
I added these effects onto my models, nice results:
Posted: Tue Oct 09, 2007 14:07
Very interesting results, indeed
I just baked a new style of boomies:
It's just better than spheres ;P
Plasma projectiles now have their good old spark effects, this time with a newer method.
Also, I try and make everything look-through compatible.
Posted: Tue Nov 06, 2007 15:13
no wait.. hot...
you should make the bfg hit much nicer and not that good ol doom bfg sprite
Posted: Tue Nov 13, 2007 23:17
.+:icytux:+.'s custom title wrote:ZOMFG!
The alpha channel bug is fixed now, and I played with it for circa a hour, so I made a new explosion with neat smoke! I don't need the additive renderstyle now, which made everything bright and so on to get the nice fade-outs on the edges! This is just awesome from the look of it! ^^
Also, using the enhanced amplification visors \ the invulnerability power-ups don't make everything look... weird, inverted and... boxy. So I can just say one thing:
'Alpha channels = 1337'
I shall continue my work only with alpha channeled graphics now.
Posted: Thu Nov 15, 2007 13:23
Very nice work! I saw screens from your sandstorm too, looks great! I'm going to make smoke and sand effects using 3d models, I want to get effect simillar to Doom 3 smoke effects. Who knows what's it come from it
For now I only made 26 frames sprite of rocket trail with standard method
Posted: Thu Nov 15, 2007 19:06
Wow! Nothing to add
Posted: Mon Nov 19, 2007 18:19
Completely revamped the main post. There you can find some demos of my work now, like the explosion.
Actually, I'm not sure if Doom3 had the particles as models or just plain textures. I don't even know if someone comes far with 3D models... =\
Posted: Mon Nov 19, 2007 20:22
Yes, Doom 3 uses planes with textures for particles. Exactly, I'm thinking about planes models not models like in Quake 2
Of course only there where sprite can't be uses. I must say it again: GREAT WORK!
Posted: Thu Dec 06, 2007 20:14
An update! But so hella late... boooo!
Added (FINALLY) the new fire effects... looks kinda neat due to my new-new-new technique to draw them... err, or something along those lines.
Left most is a test one... all together make it multi colored. Looks kinda neat
...now I'm playing with the explosions again...
Posted: Thu Dec 06, 2007 20:47
It's preety nice!