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 Post subject: Re: Wolf3D SP Map
PostPosted: Sat May 26, 2012 6:00 am 
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Mr.Rocket wrote:
Oh really? I wasn't aware of that, but has the source been released for wolfet?
I know it was for q3 some time back.

If wolfet is free to mod to sp then yeah, a wolf3d tc would make more sense in wolfet.
I stick to my guns on the wolf3d ctf for wolfet though :D


I made a Capture the Flag map last year for ET, so CTF would be no problem.

Not sure about using Flags, maybe Capture the Treasure, or a Chalice, as its Wolf3D theme.


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 Post subject: Re: Wolf3D SP Map
PostPosted: Sun May 27, 2012 4:34 am 
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Since i am more of a mapper, and less of a coder/modeler, I will make the First Episode of Wolfenstein 3D consisting of 10 Levels and i will release the maps in both Quake3/Doom 3 Map format, for any whom wants to do or add the Mod Side to it.


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 Post subject: Re: Wolf3D SP Map
PostPosted: Sun May 27, 2012 4:37 am 
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I've got the model mostly rigged up, not I'm on to the chain part. It's... interesting. I may just end up brute forcing it by manually keyframing a bunch of bones instead of automating the process some how.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Sun May 27, 2012 4:40 am 
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The Happy Friar wrote:
I've got the model mostly rigged up, not I'm on to the chain part. It's... interesting. I may just end up brute forcing it by manually keyframing a bunch of bones instead of automating the process some how.


Cant wait to see it. :)


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 Post subject: Re: Wolf3D SP Map
PostPosted: Mon May 28, 2012 11:26 pm 
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Gir wrote:
Since i am more of a mapper, and less of a coder/modeler, I will make the First Episode of Wolfenstein 3D consisting of 10 Levels and i will release the maps in both Quake3/Doom 3 Map format, for any whom wants to do or add the Mod Side to it.

I'm currently working on another project, but I'll have a go at the coding for this (doors/secrets, menu/hud, and AI).
I know Happy Friar is making the hitler model (looks great!), but what about the other enemies? We would need Dog, Guard, SS, Officer, and Hans Grosse models (with walk and shoot animations) for Ep1.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Tue May 29, 2012 12:41 am 
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Sir Random wrote:
I know Happy Friar is making the hitler model (looks great!), but what about the other enemies? We would need Dog, Guard, SS, Officer, and Hans Grosse models (with walk and shoot animations) for Ep1.


I was thinking of "cheating" and using Poser for the basic model. There might be some WWII models out there that could be used.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Tue May 29, 2012 1:10 am 
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Was there one in the Doomsday HR pack?

If not, you could contact the guy who did these:
http://www.youtube.com/watch?v=i1y8W7cp ... re=related


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 Post subject: Re: Wolf3D SP Map
PostPosted: Tue May 29, 2012 3:19 am 
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Quote:
I made a Capture the Flag map last year for ET, so CTF would be no problem.

Not sure about using Flags, maybe Capture the Treasure, or a Chalice, as its Wolf3D theme.

Nice! Yeah maybe a capture the treasure. big ammo crate of gold etc? ~ would totally need that glitter soundfx or whatever you'd call it, when found heh.

Also good to hear Happy!, I can't wait to see robo-hitler as well!
I suppose it may not be long until we get to test it in-game?

@Tea monster, It would be nice to see these de assets come into play somehow. ~ are they md2 though?
It may take awhile to track those guys down that made them. I'd imagine they were based on the older version of de which sort of has some broken links now days. ~ the older addon packs versions. ~ I'm still trying keep an eye on the newest de builds though. ;)

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 Post subject: Re: Wolf3D SP Map
PostPosted: Tue May 29, 2012 4:33 am 
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Mr.Rocket wrote:
I suppose it may not be long until we get to test it in-game?


The first in-game goal is to get a walk & fire anim done and a player-sighted ready. Then I'll do some detail work on it, but the anims will be set so they can be tested in game.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Wed May 30, 2012 8:09 pm 
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http://risen3d.drdteam.org/


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 Post subject: Re: Wolf3D SP Map
PostPosted: Thu May 31, 2012 5:52 am 
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Why a Risen3d link posted in a Doom3 to Wolf3d mod thread? :D

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 Post subject: Re: Wolf3D SP Map
PostPosted: Thu May 31, 2012 6:29 am 
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Just another Screeny [cg_fov 75] (no lighting)

http://i47.tinypic.com/so7pk4.png

Really need some kind of Gun.


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 Post subject: Re: Wolf3D SP Map
PostPosted: Thu May 31, 2012 9:52 am 
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Mr.Rocket wrote:
Why a Risen3d link posted in a Doom3 to Wolf3d mod thread? :D


Specifically: http://risen3d.drdteam.org/features9.htm


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 Post subject: Re: Wolf3D SP Map
PostPosted: Thu May 31, 2012 10:14 am 
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I have figured a Way to make Wolf3D Maps Faster and More Accurate, by using 4 Converters.


Step 1.
Convert Wolfenstein 3D to Doom 1 Map Format
http://www.simbey.com/doom/maptowad.asp

Step 2.
Convert Doom 1 Map Format to Quake Map Format
http://hazzard21.tripod.com/convert03.html

Step 3.
Convert Quake 1 to Quake 3 Format
Open with GTKRadiant
Scale Map 1.5x
HShift - 32.00
VShift - 53.33
HStretch - 1.5
VStretch - 1.5


Step 4.
Convert Quake 3 to Doom 3 Format
[i]Use ETXMap.exe


I can even convert all the Doom I, II maps to work in Doom 3 :)


Last edited by Gir on Thu May 31, 2012 7:43 pm, edited 2 times in total.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Thu May 31, 2012 2:14 pm 
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Gir wrote:
Really need some kind of Gun.


I'd just keep the stock ones in there & the models can be replaced later.

Here's a walking mecha-hitler. The original game had NO reference so I pretty much had to figure out how he would walk. Yeah it's not perfect and the gun chains aren't bound to anything so they hang there, but you get the idea....

http://youtu.be/zigXSqzyZXI

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 Post subject: Re: Wolf3D SP Map
PostPosted: Thu May 31, 2012 2:27 pm 
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Looks great! :D

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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri Jun 01, 2012 5:21 am 
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Besides walking and firing, what else should robo hitler do? In Wolf3D he never idles but I could do an idle animation for him. Anything else though?

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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri Jun 01, 2012 5:26 am 
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The Happy Friar wrote:
Besides walking and firing, what else should robo hitler do? In Wolf3D he never idles but I could do an idle animation for him. Anything else though?


Walk and Fire is all he does, what about the way he dies.

Do you need a Map to test him on.


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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri Jun 01, 2012 5:38 am 
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I still have to remember how to get him in to D3. It took me this long to do a walk cycle because I forgot how to properly limit rotation angles in an IK setup.

I haven't done a biped in a while. :D

I'll just throw him in one of my test maps at first and see how that goes.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri Jun 01, 2012 7:14 am 
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The Entire Wolf3D First Episode in one Map
Image


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