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Vynzent
Vynzent @ Unknown

This is in the mod? Or being worked on?

Good karma+1 vote
Vynzent
Vynzent @ engine update patch 2.7d

Hey guys is there a config file for the hdr? Every launch of the game seems to reset my custom settings. Is this something that may be addressed later instead?

Anyway, great stuff and thanks for keeping the updates coming. I guess with parallax map support this would reach Sikkmod quality but with much better performance (soft shadows in Sikkmod are a framerate killer).

Good karma+1 vote
Vynzent
Vynzent @ Immersive ReShade for Doom3 BFG

Wooops, never mind. Seems to be already there.

Good karma+1 vote
Vynzent
Vynzent @ Immersive ReShade for Doom3 BFG

Wait what? This is true? HDR and Bloom to the source port engine itself?

Good karma+1 vote
Vynzent
Vynzent @ Doom 3 BFG Hi Def 2.7

Does this include the Wolfen and Monozead textures though? Or do those need to be downloaded separately?

Good karma+1 vote
Vynzent
Vynzent @ Doom 3 BFG Hi Def

Thank you, that's great pre-Christmas news!

Can't wait to contribute to Doom3:BFG

Good karma+1 vote
Vynzent
Vynzent @ Doom 3 BFG Hi Def

Thanks for the response!
Looking forward to making something.

Is there anywhere in particular I'd have to go for info on compiling the map for BFG Edition? I noticed the new difference being a ".resources" file is needed.

Good karma+1 vote
Vynzent
Vynzent @ Doom 3 BFG Hi Def

Can someone tell me if this modded version with the soft shadow engine supports custom made maps?

If I made a map in Doom3 that did not change anything in the engine or scripts could it be packaged to work with BFG edition?

Good karma+1 vote
Vynzent
Vynzent @ Doom 3: Phobos

Will it release 2016?

Good karma+2 votes
Vynzent
Vynzent @ Mutant WIP

Very detailed, very frightening!

Good karma+3 votes
Vynzent
Vynzent @ Total Chaos

Yeah, I meant commercial, it'd be awesome to see this on steam.

Even if a port retains no original Doom/engine code though, I believe there was an issue about some third party code that prohibits commercial use so you'd still have to work that out or find out what parts work this way and remove them.

Yeah it'd be a **** ton of work so you're right it's best to not go there yet. I'll be happy see this moving along for GZDoom (if that's what you're going with)

Good karma+2 votes
Vynzent
Vynzent @ Total Chaos

Would be nice to be able to release things like this as a "game" but if I remember correctly there is a lot in the code of the ports that makes it illegal right? Or am I wrong?

Good karma+1 vote
Vynzent
Vynzent @ Ruiner Returns

Make it happen, charge a bit, Ruiner is a great mod and would certainly be cool as its own game.

Good karma+1 vote
Vynzent
Vynzent @ DOOM: Evil Incarnate

Sorry guys, the project will shut down soon. Too much going on and it would take too long to finish, no point in keeping you waiting for so long over nothing.

Thanks to everyone who supported it as it was up.

My sincere hope goes to Doom4, I hope it's a good game and you all enjoy it. That may be the only chance to get a new Doom at its glory

Good karma+1 vote
Vynzent
Vynzent @ So I retopoed Vynzent Imp...

Very nice work on the retopo! Just wondering now what the polycount is, looks rather high but hopefully that's just because of the normal map.

Good karma+1 vote
Vynzent
Vynzent @ DOOM: Evil Incarnate

We have something of a story, and probably not alot of narrating will be needed anyway as most of the game will be straight forward gameplay.

I might need details to fill in once in a while, in which time I can ask the questions here and you can feel free to state your suggestions, opinions and such, I always read everyone's feedback

Good karma+1 vote
Vynzent
Vynzent @ Imp is done!

I'll probably darken the whole texture. If you see the high poly model, the whole texture was darker.

I think it was in the baking process that the texture for the low poly became very bright, I'll just re-darken it in a while

Good karma+1 vote
Vynzent
Vynzent @ High Poly Mesh

Thanks :)

Good karma+1 vote
Vynzent
Vynzent @ High Poly Mesh

The eyes won't make lights, they'll simply have a glow effect.

But yes we do plan to use dynamic lighting and realtime shadows in the game, or whatever the Unreal Engine let's us do.

Good karma+1 vote
Vynzent
Vynzent @ High Poly Mesh

Thank you, I appreciate it

Good karma+2 votes
Vynzent
Vynzent @ High Poly Mesh

The eyes will be yellow, and hopefully they'll glow in the dark :)

Good karma+2 votes
Vynzent
Vynzent @ Cropling

Very nice artstyle

Good karma+3 votes
Vynzent
Vynzent @ Pinky Demon!

Yes, that would be great! The images in your profile section look spectacular! I'll be sending you a message in a bit

Good karma+1 vote
Vynzent
Vynzent @ PULSAR: Lost Colony

Rift support? Sign me up!

Good karma+5 votes
Vynzent
Vynzent @ Rebalance Mod Ultimate

EVERY Rage mod will only work with 64bit, that should become common knowledge. Only people with 64bit will be able to play mods unless idsoftware decides to change that at some point.

Good karma+1 vote
Vynzent
Vynzent @ Pinky Demon!

Thanks.
Almost done texturing it, I'll show you a wip image in a bit

Good karma+1 vote
Vynzent
Vynzent @ Just starting

Indeed, 'tis what will become the Pinky demon! :)

Don't worry guys, he's getting nice and plump, more "Pinky-ish," I'm putting more emphasis on the head now since the huge jaws are kinda the Pinky's trademark

Good karma+1 vote
Vynzent
Vynzent @ Imp is done!

Yes, they are something I will change through texture, don't need to change the model for that ;)

Things will not be "more like the original" though, I'm not trying to make them exact. Some monsters might end up looking very different from the original.

Good karma+1 vote
Vynzent
Vynzent @ Imp is done!

Thanks guys.

You're right, I forgot them claws! I'll add them as separate meshes.
At this stage I can really just add though, I can't remove some things without meaning a re-texture.

Keep in mind though, I'm not going for literal recreations, some things will be different.

Good karma+2 votes
Vynzent
Vynzent @ DOOM: Evil Incarnate

Okay, here's all I have at the moment:
1- I have learned alot since I started this, and I will make full use of what I've learned.

2- The project is now a collaboration between me and a programmer. He has his own project too, check out his page (Sahkan). At the moment it's up to me to get the assets done before he can help.

3- There is a chance I'll port the models to popular Doom ports like Zdoom, Zandronum/"Skulltag," etc. If I do this, I will also retouch the classic maps to look even better and match the new graphics.

That's all I can say for now, other than that I can say that I'm much more motivated now and this is not dead at all.

Good karma+2 votes
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