...and also Wolfenstein Youngblood. The minuscule amount of released info on that game makes that of DOOM Eternal look like an encyclopedia's worth in comparison.
I guess Id/Bethesda wants to make some marketing room for RAGE 2, which if that's the case then I don't blame them.
Playing Golden Souls 2, a level named Spooky Sunken Ship doesn't lie with the title. Batandy I hope you know you gave me a permanent spook in my life. Actually make that 2.
What we really need is news on the Quake vinyl release: https://store.nin.com/products/quake-ost-1xlp
It's been over a year and a half of radio silence now.
this one is still my favorite:
https://twitter.com/mashallpotatoes/status/906986911402807297?lang=en
Off-topic, but this will always be the sweetest thing listed in their discography:
http://www.nin.com/music/pantera-vulgar-display-power/
https://www.youtube.com/watch?v=QWJFudlrgvo
I can only get so erect, I need this in my life.
Can't believe it's close to finally being playable to everyone. Great job!
Also that Super Shotgun model holy shit is so good
I bought Quake a few months ago just so I could play your work. You have created art in my opinion.
ayy, that QC esque SSG is dope
how does it handle expansions? Separate executables? or fused in, or included, or something?
^ That's what was done yes.
I also ported the (some) of the entities from hipnotic so it's sort of unfinished support.
I'll most likely have to make a separate release if I want to support the expansions fully though.
God damn this mod keeps getting better every time I see it.
The new models and animations look so alive and dynamic.
Man I'd love to learn how to model for Quake,
снilю's Doom models for Quake are looking pretty damn cool
https://twitter.com/DanielWienerson/status/1084691090681126914
Just got into GZDoom Builder and made an enterable house with a basement using portals and 3D sectors.
https://files.facepunch.com/forum/upload/146362/bdacbbc1-61ae-431a-b5f7-3e52f13eefed/Screenshot_Doom_20190115_153709.png
https://files.facepunch.com/forum/upload/146362/5db7ab9e-be42-4649-8090-399f0d329945/Screenshot_Doom_20190115_153721.png
https://files.facepunch.com/forum/upload/146362/81798b44-2d7c-461c-8266-4cd93aa44f55/Screenshot_Doom_20190115_153727.png
I also made this test map:
https://files.facepunch.com/forum/upload/146362/c80d5e25-c049-4e53-9835-59b3c536687d/Screenshot_Doom_20190115_153750.png
I think DOOM and the DOOM engine may have the most enjoyable map building program in history. I only built maps for SRB2 which uses a DOOM engine, but it's so much fun just messing around with things like FOFs and figuring out how to do skyboxes and the like. Your maps look great for just starting out.
I'm sure it's much more improved and easier to do 3d sectors and portals than it was few years ago, but back then for me it was really awkward to handle those things when I started dabbling with GZDoom's 3d features.
That was partially the reason (plus being mesmerized by Map Jam 6) that made me go start learning Quake's full 3d brush mapping.
My mind's probably bonkers right now, but I feel like I've seen that simple layout on some UT map somewhere, even though I know that wasn't your intention.
Yeah, it wasn't exactly my intention, though there's a chance I was subconsciously inspired by UT99's maps :V
the bit in "Facilitate" where the walls drop and there's just a massive swath of zombie marines/shotgunners/chaingunners, combined with the dual m12s is justbliss
https://66.media.tumblr.com/1d46433aed3c4edb8868bd8285fb90b8/tumblr_pf9uxzaFQR1xvyxl5o2_r1_1280.jpg
the other blog — I figured out how to get ESRGAN (and SFTGAN)...
Now I really want to see how the UT99 character textures look upscaled with ESRGAN
You know those ridiculous photographs to an entire world things sci-fi movies & series sometimes have?
I used to think they were impossible, but considering what can be done with AI today, i think we might have that kind of technology before the end of the century.
the best part of all these legendary retro games? It's showing them to a friend and blazing through it together.
https://files.facepunch.com/forum/upload/206867/d5333ddb-4e79-4dfe-b95a-ddb5926e9bd3/cop.jpg
Friends, I remember those.
That's what I figured. I was just curious to see how they would look.
There's a tutorial there where you can actually train ESRGAN on your own images, a good idea would be to make it train on textures!
I wonder how training it with diffuse textures from mid-to-late 2010s games would work. They tend to be pretty fucking hi-res, but they also tend to not have any kind of lighting or extra detail in them that older games would have.
Using textures from between the release of Half-Life 2 and games released in 2010 would probably be a good balance between high resolution and painted-in lighting and detail.
I'm tempted to try and set it up so that I can make true HD textures for Turok 2 while keeping the art style, because I fucking hate those "HD" packs that upscale the original textures and then put a filter on it along with a mismash of photo realistic textures that range between 10 to 40 mb.
For example, this is supposed to be a grave texture. Has plenty detail on it, albeit with a bit of dithering.
https://files.facepunch.com/forum/upload/143764/aaca35d4-2814-4123-b4a6-eb104389a837/grave-b.png
This is this dude's upscaled "HD" texture. Didn't bother to touch it up after he had upscaled and filtered it, and the stone looks more like congealed cum now.
https://files.facepunch.com/forum/upload/143764/577f4478-5e4e-4608-9b68-1bdf68c73738/image.png
When given criticism about his gigabyte worth of "HD" textures being mandatory for a gameplay mod, this is what he had to say.
https://files.facepunch.com/forum/upload/143764/8e7d4991-bfba-4fc5-9613-99e39bdd0bb8/Screenshot_219.png
Yeah, I'm sure the 10 mb grass texture (that I had to screenshot because it was too big for discord) adds a ton to the game. A ton of noise.
https://files.facepunch.com/forum/upload/143764/b3755bde-d8b4-45bb-b54f-e26b7ed7390b/Screenshot_220.png
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