VirusType2
Newbie
- Joined
- Feb 3, 2005
- Messages
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I know all I talk about is Doom 3, so allow me to show you what the heck I have been up to.
Since some of you seemed pretty interested, I thought I would share some of my progress from this week. I could have got more done, but I have done huge changes to the enemy and item placement in all the maps, so they all needed to be tested a few times. (finishing each level several times takes a long time)
Here are some of the spider skins I have created:
Full Size Here:
http://img134.imageshack.us/img134/3558/spidersfromalphalabs27zm.jpg
This is a 1600x1200 low quality .JPG image using only about 300KB. The original image was many MB, so I had to lower the quality. It is a very large image. Use the scroll bars to see all of the spiders. (I cut and pasted mostly their bodies in order to fit them all in)
(I think there is 1 or 2 cases of exact duplicates shown there by mistake)
These spiders are from screenshots from only 2 levels in the game! Over 100 more interesting spiders hybrids await you.
There are about 150 spiders during the entire Doom 3 game on medium or higher difficulty. Originally each spider in the game was exactly the same color.
Here is what the spiders normally look like:
http://screenshots.filesnetwork.com/18/others/monster_trite.jpg
I have created 149 different skins for all of these spiders. The original spider will also make 1 appearance in the game.
Technical Details:
All 150 could appear on the screen at the same time, theoretically. (although that wouldn't be very fun would it?) Even in high resolution, the total memory use for these 149 new spider skins is about 10 megabytes. In low and medium quality, all 149 skins use about 3-4MB.
During the course of any particular level, there are no more than about 25 spiders in a default Doom 3 game level. Each spider now features slightly or vastly different coloring throughout the game you won't see the same spider twice. In some cases, the difference is hardly noticeable, however. Some spiders are slimy, and some are dry.
Even more technical:
Its a simple math equation like this: 4 textures x 4 shaders = 16 possible skin combinations. For each texture/shader I add, the magnitude increases exponentially. For example, I can add one more shader, and use this shader for each of the textures. So the more textures I have, the more skins I can make with each subsequent shader addition. I have also created combinations by 4 shaders or 4 textures with themselves to create another 16 unique skins. So with only 8 textures, there are 32 possible combinations. This is how I was able to include so many while not using much RAM.
With most people having at least 512MB of RAM, I don't think there will be any problems what-so ever.
Test Machine (MY PC)
Intel CeleronD
2.666 GHz
1024 MB generic RAM
ATI 9250 PCI - 256MB.
I have also added another new monster - a headless skeleton. I've placed him in a few locations where I thought it was fitting. They are pretty cool when they suddenly are in your face. Shoot first, figure out how the hell a skeleton is walking around later.
click here to see them:
Full Size Here:
http://img233.imageshack.us/img233/3995/skeletonandbiohazard1px.png
You may recognize this part in Mars City Underground, when the shotgun is first available. If you pick it up, the platform is lowered, and you are in the 'red-light district'. Also, I put a zombie Bio-hazard doctor with a headlight attachment here. It's wicked.
I also created a bunch of new sound effects, and have done hundreds of other improvements this week. I have much more to show later.
So... what do you think?
Not bad right?
Before you ask - my mod isn't coming out for a while.
Since some of you seemed pretty interested, I thought I would share some of my progress from this week. I could have got more done, but I have done huge changes to the enemy and item placement in all the maps, so they all needed to be tested a few times. (finishing each level several times takes a long time)
Here are some of the spider skins I have created:
Full Size Here:
http://img134.imageshack.us/img134/3558/spidersfromalphalabs27zm.jpg
This is a 1600x1200 low quality .JPG image using only about 300KB. The original image was many MB, so I had to lower the quality. It is a very large image. Use the scroll bars to see all of the spiders. (I cut and pasted mostly their bodies in order to fit them all in)
(I think there is 1 or 2 cases of exact duplicates shown there by mistake)
These spiders are from screenshots from only 2 levels in the game! Over 100 more interesting spiders hybrids await you.
There are about 150 spiders during the entire Doom 3 game on medium or higher difficulty. Originally each spider in the game was exactly the same color.
Here is what the spiders normally look like:
http://screenshots.filesnetwork.com/18/others/monster_trite.jpg
I have created 149 different skins for all of these spiders. The original spider will also make 1 appearance in the game.
Technical Details:
All 150 could appear on the screen at the same time, theoretically. (although that wouldn't be very fun would it?) Even in high resolution, the total memory use for these 149 new spider skins is about 10 megabytes. In low and medium quality, all 149 skins use about 3-4MB.
During the course of any particular level, there are no more than about 25 spiders in a default Doom 3 game level. Each spider now features slightly or vastly different coloring throughout the game you won't see the same spider twice. In some cases, the difference is hardly noticeable, however. Some spiders are slimy, and some are dry.
Even more technical:
Its a simple math equation like this: 4 textures x 4 shaders = 16 possible skin combinations. For each texture/shader I add, the magnitude increases exponentially. For example, I can add one more shader, and use this shader for each of the textures. So the more textures I have, the more skins I can make with each subsequent shader addition. I have also created combinations by 4 shaders or 4 textures with themselves to create another 16 unique skins. So with only 8 textures, there are 32 possible combinations. This is how I was able to include so many while not using much RAM.
With most people having at least 512MB of RAM, I don't think there will be any problems what-so ever.
Test Machine (MY PC)
Intel CeleronD
2.666 GHz
1024 MB generic RAM
ATI 9250 PCI - 256MB.
I have also added another new monster - a headless skeleton. I've placed him in a few locations where I thought it was fitting. They are pretty cool when they suddenly are in your face. Shoot first, figure out how the hell a skeleton is walking around later.
click here to see them:
Full Size Here:
http://img233.imageshack.us/img233/3995/skeletonandbiohazard1px.png
You may recognize this part in Mars City Underground, when the shotgun is first available. If you pick it up, the platform is lowered, and you are in the 'red-light district'. Also, I put a zombie Bio-hazard doctor with a headlight attachment here. It's wicked.
I also created a bunch of new sound effects, and have done hundreds of other improvements this week. I have much more to show later.
So... what do you think?
Not bad right?
Before you ask - my mod isn't coming out for a while.