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Doom Editing Digest Vol. 01 Nr. 575
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #575
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 13 February 1996 Volume 01 : Number 575
Re: DISproof of gettable projectile
Code pointer 801
Re: Creating new monsters
Windows '95 editors?
Re: Creating new monsters
Re: Creating new monsters
Creating new monsters
----------------------------------------------------------------------
From: LummoxJR@AOL.COM
Date: Sun, 11 Feb 1996 21:42:10 -0500
Subject: Re: DISproof of gettable projectile
>My mistake, it DOES crash on mine too, but only if you deliberately make 200
>(ammo clips and monsters and other things on the level). So just make
>the ammo clips last only 30 or 50 in the duration column. No prob. I guess
>this wasn't the problem, Lee.
No kidding. I've messed around with infinite recursion patches that haven't
locked up- they've only caused things to slow down. The fact that it IS
crashing based on number of objects leads me to believe that the patch is
indeed unstable, though perhaps unstable in a different way than I'd thought.
The crash has nothing to do with the number of items- with Doom 1.9, it
happens almost as soon as the first gettable projectile appears. Running Doom
1.666, I had about 10-15 seconds before the game would lock up.
Just to be safe, I am checking to make sure that my copy of Doom isn't
corrupted somehow. I doubt this, but it's possible. Still, I did say that the
bug, if it isn't due to a corrupted EXE, could have something to do with the
system itself, or its memory management. (Actually, that gives me another
idea... I'll check.)
Lummox JR
still wondering what's going on
------------------------------
From: LummoxJR@aol.com
Date: Sun, 11 Feb 1996 22:07:36 -0500
Subject: Code pointer 801
Testing of unusual code pointers in DHE continues, and it's led me to one
that I had previously thought useless: 801.
Code pointer 801 creates an explosion, but in the case of stationary objects
it seems to just keep creating more explosions- until you've got way too
many.
In moving projectiles, however, it works great. Try altering the plasma
bullet this way:
Copy frame 107 to 241, and 108 to 242.
Frame 241:
Next frame: 242
Code pointer: 801
Frame 242:
Next frame: 241
Code pointer: 801
Explosions galore when you fire the plasma gun. I've already used this to
make a new flamethrower patch. I'll keep you posted on new developments.
Lummox JR
researching the obvious
------------------------------
From: jh32322@ltec.net (Joel Huenink)
Date: Sun, 11 Feb 1996 21:31:34 -0600
Subject: Re: Creating new monsters
>Raven Software on the other hand doesn't use any clay models at all. Instead
>they just model the characters in 3D Studio by hand and then use Photoshop
>and other such programs to edit the sprites a bit after they have been
>rendered. If your going to create characters I suggest you do what Raven
>does since it costs less and takes less time (but still looks great if done
>correctly).
>
>Colin
>
This is how I am doing it now, but it takes a lot of time. Does anyone know
where I can get a wireframe model of a man or monster in a .d3d or .rd3
format? This is what corel dream supports. It used to be ray dream or
designer, something like that I think. I could use it as a base and it would
save alot of time.
Thanks,
Joel Huenink
------------------------------
From: "Edward W. Jay" <edward_jay@eee.org>
Date: Sun, 11 Feb 1996 19:34:24 -0800
Subject: Windows '95 editors?
Are there currently any editors made specifically for Windows '95? Most of
the ones I see are for Dos and require me to enter the Dos-Prompt from
Windows '95.
------------------------------
From: Mackey McCandlish <fsm3m@virginia.edu>
Date: Sun, 11 Feb 1996 14:24:17 -0500
Subject: Re: Creating new monsters
>>From what I read in the early magazine stories, they first created solid
>models from clay, then used one of those 3D tablet thingys to get a 3D mapping
>of points on the model.
>Sprites were then created from 3D renderings of the solid models. I read this
>a couple years ago, so I could be missing something here.
>(what are those 3D tablet things called, anyhow?)
>
>I suspect some use of 3DStudio, as a few textures look obviously derived from
>some stock AutoDesk ones.
>
They do? I usually pick up on 3ds use very quick, but I've NEVER seen
evidence of that in id's games. Can you point out specific examples please?
-*Avatar*-
------------------------------
From: "Brian K. Martin" <brian@phyast.pitt.edu>
Date: Mon, 12 Feb 1996 08:53:57 -0500 (EST)
Subject: Re: Creating new monsters
>
>
Making new sprites takes a long time. One of the easiest ways
that I have used is to just use a VHS recorder and record people
or clay models in all the positions. Then just grab the frames you
need and do some touch up. You also have to widen the frames a bit
because doom makes things look skinny. It is also a good idea to
have a nice solid color background to make touch up easier. Black
works ok. The only hard part comes when you have colors not in the
doom palette. Then you have to go through each frame and do major
touch ups.
zomby woof
------------------------------
From: matt.tagliaferri@pcohio.com (Matt Tagliaferri)
Date: Mon, 12 Feb 1996 17:00:00 -0500
Subject: Creating new monsters
they were clay models. I saw some pix of the originals in Issue 1 of
"Game Developer" magazine...
matt tag
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End of doom-editing-digest V1 #575
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