Multiplayer BOD mod in a new engine.

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sfb
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Re: Multiplayer BOD mod in a new engine.

Postby sfb » Tue Mar 26, 2013 1:54 am

Fair enough mate, didn't realise it was of low quality, but i did notice it was pretty narrow too on my initial play through.

Anyway keep up the good work, hopefully there won't be any copyright issues. Actually now that i think of it, i highly doubt that there will be any problems with making a free mod from a 12 year old game in a new engine. I could be wrong, but lets hope I not!

cheers
sfb

LLAPb_ropox
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Re: Multiplayer BOD mod in a new engine.

Postby LLAPb_ropox » Wed Mar 27, 2013 6:57 pm

Hi everybody! :)
2 Sir Random
For now I'm naming materials by dependance to the original BOD maps landshaft, for example
"...textures\desert\"original_name_of_the_texture"_"name_of_the_usedformix_texture"_"d(,h,s,local)"
"textures\desert\losa_sur_037_d.tga"
It will be easier to find them, I think.
Anyway it's not such a big problem to open notepad and to do some find/replace commands to make *.mtr after I finish with textures...

There are some of them - i wanted to show how it's looking :)
All textures is from map "Temple of Al Farum"
first of pair is the original 256x256
second is result of my work, 1024x1024

tierra.bmp
Image
http://imageshack.us/a/img803/6647/tierradesertd.jpg
Image


techo.bmp
Image
http://imageshack.us/a/img20/4618/techo ... gravel.jpg
Image

piedrainformat.bmp
Image
http://imageshack.us/a/img12/6859/piedr ... ur019d.jpg
Image

losa.bmp
Image
http://imageshack.us/a/img542/724/losasur037d.jpg
Image

acant2.bmp
Image
http://imageshack.us/a/img19/8581/acant2sur041d.jpg
Image

adobe.bmp
Image
http://imageshack.us/a/img24/870/adobesur007d.jpg
Image

And I've uploaded a short video.
http://www.youtube.com/watch?v=5iMps9Ei ... e=youtu.be
*** f*cking "youtube" ripped quality, i will try to make HD or FullHD video in few days.

This is test map made by Sir Random.
I've made textures only for Barb, Death sword and all surfaces (walls, floor).
All objects, like torches or tables are still with original texture without bump and specular.
Some textures are look like they don't tile or they are out of place - that is because I put them randomly on map(and they could be stretched or fitted).
You can see that quality of converted textures is pretty good, especially 4th and 3rd from top ("losa" and "piedrainformat")
And you could see the DaveG texture, taken from his site davegh.com
Difference is visible clearly, but it is not so big.

http://davegh.com/vgt/texturesold/dec035.jpg
Image

LLAPb_ropox
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Re: Multiplayer BOD mod in a new engine.

Postby LLAPb_ropox » Wed Mar 27, 2013 8:13 pm

There are 2 more variants of this video with a little bit better quality

http://www.youtube.com/watch?v=X9YfYOG- ... e=youtu.be
http://www.youtube.com/watch?feature=pl ... TI04dvkYno

p.s.
sorry, my provider is very "sad" :) and I don't have enough i-net traffik to upload a bigger video...

sfb
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Re: Multiplayer BOD mod in a new engine.

Postby sfb » Fri Mar 29, 2013 2:11 am

Looking good mate, textures have scaled up nicely. How hard do you think it will be to re-skin the characters?
cheers
sfb

Sir Random
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Re: Multiplayer BOD mod in a new engine.

Postby Sir Random » Sat Mar 30, 2013 4:48 pm

@LLAPb_ropox

Good job on the textures, you should make a map to demonstrate them properly, my map isn't really suitable as the materials are sized to suit the original textures.


Ok, I have Sargon interacting with objects and using 1hand weapons (basic attacks), I still have to add shields and blocking.

To allow a choice of player character, the game has to be restarted after the choice is made, so we'll need a 'character selection' map . If anyone wants to have a go at replicating the Blade casa.bw in Doom3, that would be cool.
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LLAPb_ropox
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Re: Multiplayer BOD mod in a new engine.

Postby LLAPb_ropox » Sun Mar 31, 2013 9:22 am

Hi everybody!
Thanx :)

@ sfb
About characters - you can see that barbarian is looking great for now(meaning texture), but there is a low-polygon model, which does not give us the opportunity to assess the quality of the textures. Something must be done with models - but I don't have such skills. So, texture itself it's not a big problem - at least I could paint it (or partially re-paint)... :)

@ Sir Random
I haven't working in Radiant before, and I've thought that remaking brushes on your map will be enough and will be easier than building a new map. Am I right?
For now I could use your map - I just need to figure out how to use constructing tools and brushes in Radiant. (i wasn't using this functions before :))
All I need is proper placing of textures.

I could make a texture for Sargon in nearest time and one sword and one shield for example, so you could test and enjoy new textures while debugging scripts. What do you say? :)

And I wanted to ask about game engine and gameplay at all.
Will be there some new features?
Maybe there is something that we wanted to change in original BOD, and while it's on "scripting" stage - to do it.
And I wanted to ask about animations.
In DOOM original BOD animations are NOT "fixed" - legs are running while torso is slashing with giant sword :)
Barb looks like an disabled or drunk :)))
In original BOD animations were "fixed" and I've thought that this is one of those things, that makes original BOD realistic even with so old-tech graphics.
p.s.
I know that everything is in progress now - I just want to know that atmosphere of original BOD game will be saved. :)

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Re: Multiplayer BOD mod in a new engine.

Postby Ianna Keeper » Sun Mar 31, 2013 12:38 pm

my casa attempt back in 2011 (with doom3 textures):

Image

I don't have the map file anymore and it's not on my to-do list currently. Feel free to jump in.

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Re: Multiplayer BOD mod in a new engine.

Postby Sir Random » Mon Apr 01, 2013 1:16 pm

@ LLAPb_ropox

Darkradiant is very easy to work with, you are just creating rectangular blocks (brushes) for walls, floors, ceilings, and fitting them together to make stuff, so it's like playing with LEGO.

It's my intention to keep the gameplay as close as possible to the original game. If anyone wants to make additional mods for it ( faster attacks, extra blood, etc ), they can easily add these things by editing a few text files and releasing a mod for the bod mod.

About the animations, Harrison has made 2 versions of each animation, 'moving origin' and 'fixed origin'. The fixed anims work exactly like original Blade, but I can only use the 'fixed origin' anims if the last frame of the animation has the player in the same place as he was in the first frame. Most combo attacls end in a different location from where they started, so the player would teleport back to the start location when the anim ended, that's why I used 'moving origin' anims for those attacks. I have thought of a way to get around this, but it would require adding an extra bone to the models, which would mean redoing all animations too... :(
For now, I an disabling player movement control during attacks, so the char won't be 'riverdancing' during combat.
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LLAPb_ropox
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Re: Multiplayer BOD mod in a new engine.

Postby LLAPb_ropox » Wed Apr 03, 2013 12:05 pm

Hi all!
There is a video with better quality.

http://www.youtube.com/watch?v=9sg4OjhSqGA

check it out :)

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cieply
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Re: Multiplayer BOD mod in a new engine.

Postby cieply » Tue Jul 16, 2013 3:01 pm

Ok, I have the guts of a stand-alone engine working
does your id Tech 4 Bod support python or just C++ ?
is it possible to play old good Blade maps in your engine?
l'aria fresca,
vino puro, ...

sfb
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Re: Multiplayer BOD mod in a new engine.

Postby sfb » Thu Aug 22, 2013 10:27 am

Greetings,

I haven't been on this site for a while so I was just wondering if there was any news regarding my favorite mod..

cheers
sfb

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Re: Multiplayer BOD mod in a new engine.

Postby Sir Random » Mon Aug 26, 2013 2:43 pm

Not much happening at the moment, but most of the work is actually done. There are some issues with the Sargon model, not sure if they can be fixed.
I want to transfer the project to a 'standalone', based on the Doom3 BFG engine but I'm very busy with other projects atm.
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sfb
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Re: Multiplayer BOD mod in a new engine.

Postby sfb » Tue Aug 27, 2013 4:41 am

Standalone sounds like a good idea, anyway i'm just happy to hear that the project is still going.

Thanks for all your hard work..

cheers
sfb

sfb
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Re: Multiplayer BOD mod in a new engine.

Postby sfb » Wed Jan 08, 2014 8:36 am

Are you still thinking of a standalone release in the BFG engine?

The only reason I ask is because i've been playing around with sikkmod lately and would really like to see it's great visual effects ( hbao, dof, bloom, better shaders ..etc ) in Severance.

Unfortunately sikkmod doesn't work in the BFG engine and I don't think it's being worked on anymore.

Anyway just thought i'd ask...

cheers mate
sfb


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