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Q1SP: The Doom Hangar
Small Quake level of the Hangar, introducing the ZDoomGl models.
It is more a level to expose the new models as it is to show a new mapping skill. First I made it quiet large, and I'm still going on, but the main reason was the new Doom monsters.

They are not perfekt , some have vertice meshes, and the texture thing is still undone. Fitzquake will give the doom glow palette, Gl-engines will do otherwise.

So not a big level deal, but a new monster pak. More magic monsters, like archville, cacodemon, etc.

screenshot: http://members.home.nl/gimli/hangar.jpg

download (7zip): http://members.home.nl/gimli/Hangar.7z
download (zip): http://members.home.nl/gimli/Hangar01.zip

Have fun with it!
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Colors 
Madfox, to keep the DOOM colors, maybe use the Half-Life format? Just an idea, some engines can load that. Then you're free of the Quake pallette. See discussion at quakeone.com. I assume the pallette thing also goes for models, not just textures. 
Update 
I changed the link because 7z starts all kind of errors while upoading.
Zip works better. I added some info about the models and the qc.

new download link Hangar:

http://members.home.nl/gimli/Hangar01.zip

maybe metlslime could change the upper link.

gb - possible , I'm searching with texmex.
it mostly concerns the models, because the pcx skins are that way, and wally imports only bmp. 
Madfox, Think I Have YPOD Stored Away On Some Cd, If You Want It. 
Let me know... 
YPOD: 
GreaT! 
I will take a look at it, thanks for your respond. I'm really curious about it. I had the idea for long that someone else had also made a Doom/Quake mod, but I couldn't find it. So I decided to start one of my own.

I'm wondering about the spectr monster.
I made 8 very small triangles that are used for a bounce box, only then apears an almost transparant player. But that's hard to fight. It misses the dropeye effect of the original apearance in Doom.
The only transparance can be made is with sprites.
Now I have a monster sprite walking, but it doesn't look at all.

http://members.home.nl/gimli/spec.gif 
 
http://members.home.nl/gimli/spec.gif please god no, lol

could you do something like quoth has for the polyp? take the normal demon model and just delete most of the triangles but leave enough so you can sort of tell what it is supposed to be and change the skin to something black or very dark? 
Another Idea 
Make it black and invert the normals, so you only see the back faces.

Or there's alpha. 
Hah! 
I was just surprised. I'd never mannaged to get a sprite moving so I was intrigued.
Still I think it is possible when using the right colours. Only strange to see it from death stage as it turns to the same angle.

I've been deleting triangles, but it is almost impossible to make it out of sight. And alpha channel is such a hack.
Then I would go for the unvissible option by using really small objects to creat an empty bouncing box and add an EF_DIMLIGHT.

That's a fine mod, that ypod. Must say the levels are really inspiring! The monsters self are a catch, but given the time they made it not bad at all. Strange to see the the soldiers freeze when they die.
But the hub and the weapons were really convincing. And seeing what they obtained it somewhere slows down my motivation. 
Madfox Nobrights.pal 
Wally uses the same palette format as PaintShop. If you don't have that .pal its here

http://tlb.quakedev.com/files/unsupported/q1pal

Open it with Notepad and replace the last 32 colors with:

0 0 0

...and save it as:

nobrights.pal

Go to Wally Options and enter the nobrights.pal
for 'Quake1' 'use this palette' and 'Color Selection Palette'. Click Apply - OK. Restart and load a wad or 24 bit bmp. 
Oops! 
Replace each of the last 32 colors with:

0 0 0

so there are still 256 colors... 
Thanks 
for the hint, robot.
I couldn't reach the link, but I can export it from PaintShop.
I'll see what it does. 
Relink 
Quake Pal 
I can use the colour extraction from PaintShop to indicate the fullbrights into the normal colours from quake. The sight of the monsters become somewhat flat, but it is more easy to recolour the skin files once they're into a more uniform colour.

I tried to import the YPOD monsters into Qmle and they all had the ugly crushed palette. 
Oh 
yeah, meant to mention that before and it must have slipped my mind.

ypod uses a completely different colour palette than quake. this is how they got all the doom textures and monster skins to look close to the originals.

i don't know how to change the quake palette. 
Texture Query 
Malice and the X-men mod (I think) used different palettes, so it shouldn't be too difficult to do.

For complete overkill, though, couldn't you convert the original Doom textures to 24-bit TGAs and put them in the ID1\textures directory? 
Make Some Of Those Normalmaps 
and all the other _maps what Lun used to talk about, then run in Darkplaces :D 
Palettes... 
you can edit palette.lmp ... this is a 768-byte raw file (not a normal lmp format) which has 3 bytes each for 256 textures. It determines the palette used to load all 8-bit artwork. 
Also 
Don't forget colormap.lmp. This is the file of precomputed colours used by winquake(but not glquake) to display the correct colour for each light level. This is also what controls the fullbrightness of each colour - the 32 fullbrights simply have the same colour for all light levels. So in theory you could create fewer or more fullbrights by manipulating this file correctly. However, hardware accellerated engines would do fullbrights on the usual colours so it might not be a good idea... 
Some Texture Converting Info 
This chopshop page from the past explains how to modify the Quake palette.

http://web.archive.org/web/19981205104249/www.planetquake.com/chopshop/editing/quake/qpalette.html 
 
I use the nobrights.pal initially when making a wad in Wally, then import photos and scans. Then I'll save the wad and reopen it using Wally's standard Quake1 palette, and modify anything that needs fullbrights. This works best when Wally's Options are set with 'Palette Conversion' use 'Nearest Color'.

Maybe the same technique would work well in PhotoShop when making monster skins. Seems like an extra hassle but there are advantages and disadvantages to everything. At least a map level can be made where 40 to 50 monsters can be fought at one time, in one area, without a hic-up in framerates. So this stuff still rules. 
Evil Fullbrights 
http://www.quaketastic.com/upload/files/single_player/maps/doo8sp.zip

The file has a Doom texture wad. I've already removed fullbrights. Use anything in there that helps.
Nice mod!!!

and THANKS 
Nice Map 
Surprised by the way the harnash lesds to the outside! I made another doom hangar, but this one really looks good. Also the fullbrights are nicely dimmed, only he blizzard outside looks a bit dark. Overall was good lightned.

Where did you track this map, there's no wrong brush spotted, all integer, well done! 
Small Concern 
I am trying to get the Doom Guy in a crouch scene, but there's something I can't understand in #17.

If I make the model 32 units lower than the original the model appears half in the ground.
Also I can't compare with rising the frames in Qmle again because the bouncing box will also rise.

All I can think of is making the crouch frames smaller, but then again; how low does the player shoot? On 32 units height? 48? 
 
player's eye level is 22 above the player origin, which is 32 above the floor, so that is 54 units. I believe the bullets originate at the eye level. 
Bouncing Box 
That is a low point for a bouncing box.
I think when I seize the model to 32 it still will hit.
Maybe there's a way to shield off the attack scene with qc. 
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