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Re: Multiplayer BOD mod in a new engine.

Posted: Wed Mar 20, 2013 7:47 am
by sfb
I also have limited time at the moment but i'd be happy to try my hand at some map texturing.

Also here are some maps i think might suit severance, particularly the later levels of the game.

http://doom3.filefront.com/file/Doomed_by_zizz_2;85466

http://doom3.filefront.com/file/Kings_Cemetery;95744

http://doom3.filefront.com/file/Tower_o ... edux;43493

http://doom3.filefront.com/file/The_Gatehouse;88822

Again i have no idea if they can be used, just though they had a good feel to them.

cheers
sfb

Re: Multiplayer BOD mod in a new engine.

Posted: Wed Mar 20, 2013 7:08 pm
by Sir Random
great news indeed!

I really want to help on making it. I have very limited time but in long term it may work. You already know I can create maps in Doom3. What kind/size of maps are we talking btw? Same levels of bod or new places? I vote for new because it'll be more fun to explore. Give me other details such as player height in doom3 for reference and I'll start on mapping. :)
Ok, thanks for the help. We really need new maps, or just one big map with lots of BoD stuff. It may be possible (eventually) to convert the original BoD maps to D3, so there's no point in recreating them.

The player/monster sizes are very similar to D3. I can send you the project in semi mod format, so you have the monsters, torches, objects to work with (they are all 'plug and play', just place them in the map).

It's important not to use any Doom assets, so the BoD textures need to be converted to D3 materials. Ideally, this would involve creating a 3D model of the texture and then creating a normal map from that model, but simple diffuse materials will do fine for map creation, maybe someone will take on the normal maps later.

I don't have a lot of spare time either, but I've started working on Sargon. I need to figure out real-time shield blocking for the player and shield-bearing enemies...


sfb,
Thanks for the map links, they look great for 'Forge of Xshathra' type levels. Maybe the author would like to help this project too...

Re: Multiplayer BOD mod in a new engine.

Posted: Fri Mar 22, 2013 4:12 pm
by Ianna Keeper
great news indeed!

I really want to help on making it. I have very limited time but in long term it may work. You already know I can create maps in Doom3. What kind/size of maps are we talking btw? Same levels of bod or new places? I vote for new because it'll be more fun to explore. Give me other details such as player height in doom3 for reference and I'll start on mapping. :)
Ok, thanks for the help. We really need new maps, or just one big map with lots of BoD stuff. It may be possible (eventually) to convert the original BoD maps to D3, so there's no point in recreating them.

The player/monster sizes are very similar to D3. I can send you the project in semi mod format, so you have the monsters, torches, objects to work with (they are all 'plug and play', just place them in the map).

It's important not to use any Doom assets, so the BoD textures need to be converted to D3 materials. Ideally, this would involve creating a 3D model of the texture and then creating a normal map from that model, but simple diffuse materials will do fine for map creation, maybe someone will take on the normal maps later.

I don't have a lot of spare time either, but I've started working on Sargon. I need to figure out real-time shield blocking for the player and shield-bearing enemies...

Hi Sir Random,

yes, I see your point on not using doom3 art assets. However bod textures are way low resolution afair. 256*256 or lower? It will be better to stick with high res. That's why I'll use davegh textures. For normals, I'll use njob. A quick dirty solution for now. Maybe later when we need better normals, photoshop or any 3d modelling tool will be necessary.

You don't need to send mod files now. AI can be placed anytime. I'll first build the geometry, then ai,objects,lights etc will be placed. Btw we need particles for water, fire etc. too, but these are not necessary either for now. Give me some time and I'll come back with some screenies hopefully. Then we'll move on. 8)

Re: Multiplayer BOD mod in a new engine.

Posted: Fri Mar 22, 2013 10:35 pm
by amran
As with the last handful of posters, I would also be interested in seeing if I could come up with something in the limited time I have away from other projects. It would be great to work with a preview build if you're considering releasing it for designers.

Are there any common features of Doom3 versions of Radiant or the engine that should be avoided? (Any functionality that is being stripped or replaced in the Blade of Darkness mod)

Re: Multiplayer BOD mod in a new engine.

Posted: Sat Mar 23, 2013 4:45 am
by Sir Random
As with the last handful of posters, I would also be interested in seeing if I could come up with something in the limited time I have away from other projects. It would be great to work with a preview build if you're considering releasing it for designers.

Are there any common features of Doom3 versions of Radiant or the engine that should be avoided? (Any functionality that is being stripped or replaced in the Blade of Darkness mod)
Hi amran, welcome aboard.
I don't really want to release anything publicly until it's actually playable, so at least one map is needed. If you want to have a go at making a map, you can use any editor that works with Doom 3.
You can get high-res versions of some BoD textures here:
http://www.davegh.com/vgt/en/facade.php

Keep us posted, and good luck! :)

Re: Multiplayer BOD mod in a new engine.

Posted: Sat Mar 23, 2013 6:14 am
by sfb
Ok Sir Random, well i'll try and contact some of those authors and see if they'd be happy donating a map to this project. It can't hurt, even if you don't end up using them.

As for the textures, I created a lot of new textures for my Fortress of Nemrut hd mod. I know they weren't the exact same copies but they were all high res. I'm happy for you to use them, otherwise I can give it a go, i'm just not sure how to convert them for doom 3. Anyway i'll have a look for a tut online, can't be that hard.

There also other high res texture packs people have worked on here, perhaps they can donate a few textures as well.

cheers
sfb

Re: Multiplayer BOD mod in a new engine.

Posted: Sat Mar 23, 2013 6:37 am
by sfb
..also would you like me to post something on the doom3world.org website regarding this project? Perhaps it might spark some interest and help from users already familiar with the doom 3 engine.

Sorry if i'm being annoying, but i just want to help ....even if it's in a limited fashion..

cheers
sfb

Re: Multiplayer BOD mod in a new engine.

Posted: Sat Mar 23, 2013 9:42 pm
by Sir Random
..also would you like me to post something on the doom3world.org website regarding this project? Perhaps it might spark some interest and help from users already familiar with the doom 3 engine.
I don't really want to post anything on D3W because of the 'BoD assets' issue. I was hoping that BoD would be viewed as 'abandonware' and nobody would complain about us using the assets in a free mod, but the recent release on GOG seems to indicate that some company is still getting royalties from the sales.
If we ever get permission to release this mod publicly, I'm sure plenty of D3W mappers would want to contribute.

Re: Multiplayer BOD mod in a new engine.

Posted: Sun Mar 24, 2013 2:19 am
by sfb
yeah that's a good point, probably not the best thing to do then..

regarding the doom 3 org maps, well most contact emails bounced back..which isn't surprising as they were rather old releases...ahh well it was worth a try..

cheers
sfb

Re: Multiplayer BOD mod in a new engine.

Posted: Sun Mar 24, 2013 3:03 pm
by MBK_MBK
As for the textures, I created a lot of new textures for my Fortress of Nemrut hd mod. I know they weren't the exact same copies but they were all high res. I'm happy for you to use them, otherwise I can give it a go, i'm just not sure how to convert them for doom 3. Anyway i'll have a look for a tut online, can't be that hard.
Hello friends :)

About the originals textures and a high res texture pack:
Maybe is worth my textures pack? Just have to convert them to high resolution... But I don`t know how to make the high resolution textures, remaining clear and without pixelating. :(

Here is the link to all 24 bits textures in bmp format:
http://www.mediafire.com/?f8xt7tvenocp23o


Greetings!

Re: Multiplayer BOD mod in a new engine.

Posted: Sun Mar 24, 2013 4:24 pm
by Ianna Keeper
..also would you like me to post something on the doom3world.org website regarding this project? Perhaps it might spark some interest and help from users already familiar with the doom 3 engine.
I don't really want to post anything on D3W because of the 'BoD assets' issue. I was hoping that BoD would be viewed as 'abandonware' and nobody would complain about us using the assets in a free mod, but the recent release on GOG seems to indicate that some company is still getting royalties from the sales.
If we ever get permission to release this mod publicly, I'm sure plenty of D3W mappers would want to contribute.
aww crap. :( I though we are free to play with it. If it's on sale, we need to get permission from owner of the copyright first. Remember what happened to duke nukem 3d reloaded. Fans made a great remake as a free game but gearbox didn't let them to release it. Lots of work throwed to junk.

Sir Random did you try contact with them??

btw. Here some quick progess report. I decided to build a big castle. Remember this is heavy wip and shot is taken from editor, not ingame. I used one texture and one light in the scene. Is the geometry detail enough?
Image

Re: Multiplayer BOD mod in a new engine.

Posted: Sun Mar 24, 2013 8:04 pm
by LLAPb_ropox
Hi bladers! :)

I'm converting textures for Sir Random's BOD mod.
For now I'm working on original BOD textures - trying to enlarge resolution.
And I could say it's quite effective to mix old textures with similar DaveGH textures (for example)
Al Farum textures are almost ready(with speculars and normals), resolution is 1024x1024.

So I want to say:
If anybody here want to help making HD textures from original BOD textures - send me a post.
So we will not do the same thing twice, and we could split the task and make it twice faster.

Re: Multiplayer BOD mod in a new engine.

Posted: Mon Mar 25, 2013 6:46 am
by Sir Random
The map is looking cool IK, looking forward to playing it. I would make the arches stand proud of the surrounding wall (for extra 'chunkiness') but that's up to you.


Hi LLAPb_ropox,
Thanks for the help, if you (or anyone) is making 'materials', it would help if everyone uses the same naming format.

I have been starting all material names with 'bod/textures/' so that bod materials are all grouped together and easy to find in the editor.

bod/textures/NAME OF MATERIAL


If you want to subdivide materials into types, 'Wall', 'Floor', 'Wood', etc, then add the type after textures, e.g:
bod/textures/walls/stone_block1

Re: Multiplayer BOD mod in a new engine.

Posted: Mon Mar 25, 2013 6:46 am
by sfb
@Ianna Keeper

Looks good mate, indoor environments probably suit the doom 3 engine better anyway so a castle will be the perfect setting.

Also i found this interesting bit of text on this map's http://doom3.filefront.com/file/The_Gatehouse;88822 filefront doom 3 webpage...

"NOTE TO ALL MEDIEVAL MAPPERS:
I am giving full permission to everyone to use my media (textures, models, etc.) for their own new maps, as long as they credit my name in their own readme's. Should any of you need my custom assets, there are additional instructions in my readme file labeled "evilartist001.txt". You need to read ALL of those instructions."

The map itself is great, but it's the models and textures that could prove to be the most valuable. Anyway i did try and contact the author but the page hasn't been commented on since 2008.

Perhaps you can use some of these, seeing as the author has given some kind of written permission.

@LLAPb_ropox

Good news mate, i'm going to play around with some of my own textures as well as some MBK_MBK posted. Hopefully i'll find some time to do this soon and i'll let you know where i'm at.

cheers guys
sfb

Re: Multiplayer BOD mod in a new engine.

Posted: Mon Mar 25, 2013 8:42 am
by Ianna Keeper
@Ianna Keeper

Looks good mate, indoor environments probably suit the doom 3 engine better anyway so a castle will be the perfect setting.

Also i found this interesting bit of text on this map's http://doom3.filefront.com/file/The_Gatehouse;88822 filefront doom 3 webpage...

"NOTE TO ALL MEDIEVAL MAPPERS:
I am giving full permission to everyone to use my media (textures, models, etc.) for their own new maps, as long as they credit my name in their own readme's. Should any of you need my custom assets, there are additional instructions in my readme file labeled "evilartist001.txt". You need to read ALL of those instructions."

The map itself is great, but it's the models and textures that could prove to be the most valuable. Anyway i did try and contact the author but the page hasn't been commented on since 2008.

Perhaps you can use some of these, seeing as the author has given some kind of written permission.

@LLAPb_ropox

Good news mate, i'm going to play around with some of my own textures as well as some MBK_MBK posted. Hopefully i'll find some time to do this soon and i'll let you know where i'm at.

cheers guys
sfb
hi sfb!

Gatehouse is not suitable at all for us. The setting is not completely medieval. Doom3 assets (weapons, models, npcs, textures, sounds, etc.) should be cleaned from the map and it's troublesome to locate them. Second, it's has some really narrow rooms that's not enough for sword fighting. It has pitch black areas which requires re-lighting. There are couple of models, textures can be useful but they are low poly/resolution as bod assets (since the map is released in standarts of 2008). The effort I need to make it useful for us is more than making a map from scratch. Actually I can use the facade of the castle for decoration on my map since it looks good from some distance. :lol:

However, I may not finish the castle I planned to make unless we have permission for using bod assets from copyright owners.