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Post by The_Doomer on Oct 29, 2002 21:53:32 GMT -5
At least you can put higher res enemy and object sprites in Dark Nexus now with this new utility Melfice . Speaking of sprites I think I'll link my animated Doom64 marine as my avatar for this page.
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FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Oct 29, 2002 22:08:21 GMT -5
Kaiser, I haven't really investigated changing the palette setting, however, I just open up PSP and change the Hue value if I don't like the current color tint. The textures and flats dumped from Doom 64 will be the base color. So if you want to add a green gradian shade on a wall texture, this could easily be done using PSP. Here's an example: And the PSP gradian shading: You can seen that the base color textures look quite a bit different than the final image you normally see in the game.
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Post by Kaiser on Oct 29, 2002 22:10:59 GMT -5
but trying to get it look good in Doom is a challenge...
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FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Oct 29, 2002 22:21:06 GMT -5
Yes, I imagine trying to imitate the shading of Doom 64 would be quite difficult on an engine that does not support such shading. For PC Doom, I've worked with the programmer for Jdoom. You might notice subtle things like green glows from the slime barrels and the "nopitch" setting. Those were some of my contributions. I've since tweaked my own copy of Jdoom to use PSX music and sounds. Jdoom simply rocks for Voodoo card owners! The graphics are so good on jdoom, I collected every version of PC doom, including the master levels and converted ALL of them to glide nodes for Jdoom. (you can tell I really like Jdoom ) Anyway, I suppose for an original Doom wad you would be stuck with limited colors. I know Jdoom allows for highres textures and colors, but not everyone has a system that can handle that.
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cybdmn
Bring It On!
Posts: 112
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Post by cybdmn on Oct 30, 2002 3:21:57 GMT -5
Holy shit, that ripped textures looks great. Hope, it speed up the D64 TC development. ;D
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Post by mmnpsrsoskl on Nov 4, 2002 11:17:02 GMT -5
So can someone tell me what exactly to do? I don't see how too work this thing
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Post by mmnpsrsoskl on Nov 4, 2002 11:26:29 GMT -5
I load the rom, it stuffs aroun for a while and then it crashes...what the?
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Post by Kaiser on Nov 4, 2002 19:42:53 GMT -5
have the plugin set as a graphics plugin.
also have the latest version of project 64, just run it, and let the tiles dump!
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Post by mmnpsrsoskl on Nov 5, 2002 4:29:34 GMT -5
I've done that, and after about 10 seconds of running, P64 crashes.
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FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Nov 5, 2002 8:44:24 GMT -5
did you make a folder called "Tiles" in the pj64 directory? I know it will crash if you don't.
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Post by mmnpsrsoskl on Nov 6, 2002 8:19:15 GMT -5
Yes i've done that...i ain't that stupid Hrm, don't see what the god damm problem is... Well, apparentely I am that stupid ;D I was running the rom from the wrong directory. D:OH
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Post by Esco on Nov 8, 2002 23:20:00 GMT -5
!!!!!!!!!!!!!!!!!!!!!!! ............. da fuck did I miss now?
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Post by Kaiser on Nov 8, 2002 23:35:01 GMT -5
!!!!!!!!!!!!!!!!!!!!!!! ............. da fuck did I miss now? a lot..
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Post by Esco on Nov 9, 2002 20:09:38 GMT -5
WOW! Thanks for clarifying everything for me, dawg!!! /me stuffs Kaiser Sigma back into his cage! ;D
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Post by CacodemonLeader on Dec 6, 2002 23:10:30 GMT -5
Holy Cow! I've been away for many days and when I come back here, I see incredible, flawless graphics straight from the game, without much hassle!
That will teach me to never leave these forums when something this incredible happens.
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