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The shamelessly promoting my GZDoom Mods topic


MrEsturk

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Posted (edited)

If anyone was curious, my first modding experience was creating mods for DOOM engine games. All the way back shortly after the release of DOOM2. I found I prefer to code stuff using tools like Dehacked, Hexen's stage scripts, or in a roughly related note coding new monsters for Duke Nukem using its CON script system. Recently I've been having a lot of fun with making mods for the GZDoom source port.

 

In 2020 I created a mod that automatically coverts DOOM/DOOM2 levels into Heretic style levels for said game. It works with any DOOM stage that sticks to vanilla assets. For example here is my mod applied to DOOM2's stage 14. The level file itself was not altered in any way. My mod just plugs in its own Heretic/Hexen style textures and objects in place of the DOOM assets:

 

 

 

For something more people will recognize, albeit showcases less stuff here are the first stages of DOOM and DOOM2 convert. Again the level files themselves were not altered in any way:

Fun fact: some of the replacement textures on the DOOM2 stages I created myself using pictures I took of a Peruvian sidewalk and my dad's bathroom floor :P

 

Here's a link to the mod:

https://www.moddb.com/games/heretic/downloads/heretic-to-doom-conversion-mod-version-115

Edited by MrEsturk
Posted

Here's a proof of concept mod I created converting stock 3D models into sprites. I took more time to convert the textures to DOOM's palette and other measures to make them look a but more retro. Though I used a higher resolution and frame count than the original DOOM sprites. At some point I'd like to make a total conversion using this technique:

 

Here are some custom monsters I made for Duke Nukem's engine using the same technique. I really like the sense of personality I gave the 'Orangumen':

 

  • 4 weeks later...
Posted (edited)

A little tech demo showing some texture/sprite effects I was able to create using GZDoom's shader scripts. The effects include:

 

- The waterfall. Set to flow downward with some slight horizontal swaying to make it more liquid like.

- The glowing blue floor tiles. Its a static texture with the pulsing effect animated purely by software (would take over 100 frames to animate manually). It actually has a glitch I fixed later.

- The forcefields on the windows by the green armor.

- The burning effect on the Hell Knight's upper body. I was able to isolate the effect to not occur on the legs or horns.

- The green slime flowing effect is a built in shader. I did not create it.

 

 

I intend to put these effects to use for an advanced Hexen Heretic mod I plan to start working on in February, along with my mo-cap technique to create new monsters from models. I'll give more info on that project once I get closer to starting on it.

Edited by MrEsturk
  • 2 weeks later...
  • 3 weeks later...
Posted

I'm currently setting up a GZDoom total conversion mod. Got to set up the all the framework for the time being, so there won't be an screenshots or videos for at least a few weeks. The three monsters showcase in my above posted videos will be among the new cast of creatures to battle.

 

For now here's a picture of a female player, giving an abstract showcase of how I turned a Daz3D model into character sprites. The weird colored model was setup to be easily adapted to a VGA era 256 color palette. My TC's sprites will be much larger than vanilla DOOM, due to how poorly 3D models convert to sprites as small as DOOM's:

 

 

Test1.png

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