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New R3D map

Posted: Sat Oct 05, 2013 16:53
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 :


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Re: New R3D map

Posted: Sun Oct 06, 2013 7:13
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?

Re: New R3D map

Posted: Sun Oct 06, 2013 8:25
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.

Re: New R3D map

Posted: Mon Oct 21, 2013 15:20
by sitters
Still in the Bar, pity doom is a dwarf. ;)


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Re: New R3D map

Posted: Mon Oct 21, 2013 23:28
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

Re: New R3D map

Posted: Tue Oct 22, 2013 0:13
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.

Re: New R3D map

Posted: Thu Oct 24, 2013 15:21
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

Re: New R3D map

Posted: Sat Nov 02, 2013 16:57
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.


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Re: New R3D map

Posted: Tue Nov 05, 2013 13:25
by Rex Claussen
Very nice. Once you get the player view height "fixed", everything will look more natural.

Re: New R3D map

Posted: Sat Nov 16, 2013 18:13
by sitters
Great, Graham has implement the player view height,
Doom player is not a dwarf any-more. :)



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Re: New R3D map

Posted: Wed Nov 20, 2013 5:44
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.

Re: New R3D map

Posted: Wed Nov 20, 2013 21:24
by Rex Claussen
Very cool stuff, Sitters. Thanks.

Re: New R3D map

Posted: Mon Nov 25, 2013 17:38
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. :)

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Re: New R3D map

Posted: Tue Nov 26, 2013 21:06
by Arch
Really impressive stuff, lovin those pics.

Re: New R3D map

Posted: Sat Dec 14, 2013 18:53
by sitters
At last, out of the dirty sewer. :)

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