A.v.M. - Aliens vs. Marines "Aliens Online" redux

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Tragos
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Last post.

Postby Tragos » Tue 13 Oct 2009 12:31 am

Last edited by Tragos on Wed 14 Oct 2009 4:21 am, edited 1 time in total.
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Light question.

Postby Tragos » Tue 13 Oct 2009 8:46 pm

Here is a really basic question, how can I have a room with the "Light Flicker" sector effect on... And have it all timed with the walls/ceilings so they flicker at the same time?? I used a script to achieve the red effect.
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3d Room.... Possible?

Postby Tragos » Tue 13 Oct 2009 8:50 pm

Please follow the crude image below:

Side view:


Can a room, over a room, and under a room exist? With the floor and ceiling texture being a transparent middle texture? The red represents the grate texture, which you will be able to see partly through.

Front view:
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Postby Dartmerc » Tue 13 Oct 2009 9:51 pm


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Postby Tragos » Tue 13 Oct 2009 10:03 pm

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Postby immortalundead » Wed 14 Oct 2009 4:05 am

you mean like this ;)


i made a thin extra floor opaque (413) i think? using the thin extra floor i can shoot through it. the image might be dark, but u can see the water below and pipes up top.

i can help explain it further, but if you know how to make 3d floors should come easy :D

edit: also, i had to use a png, because normal flats in doom dont allow u to have clear (cyan) pixels

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!!!

Postby Tragos » Wed 14 Oct 2009 4:21 am

*drools over keyboard*

As you can see, my own level would benefit greatly! Is that shot part of your Zombie project? :) I see that your also a fan of "metal"
textures. 8) I'll have to tackle this once I'm more experienced. Traditionally using a floor texture the same as the ceiling was considered BAD level design.... However, with this 3d floor setting applied it certainly adds a new level of immersion/dimension To the level at hand.

*old image removed*
Last edited by Tragos on Fri 13 Nov 2009 6:57 am, edited 1 time in total.
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Postby immortalundead » Wed 14 Oct 2009 4:50 am

not from my zombie project, its from a level ive been working on and off.

heres a quick wad a threw together to let u see how i make them

http://rapidshare.com/files/292746150/3 ... s.wad.html

load it up in edge to check it out, then check it out in a level editor to see how i set up the different floor heights to create the effect

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Postby Tragos » Wed 14 Oct 2009 11:52 am

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Doom Builder 2

Postby EuroSpriter » Wed 14 Oct 2009 12:21 pm


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Postby immortalundead » Wed 14 Oct 2009 12:39 pm


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Postby Liberation » Wed 14 Oct 2009 6:25 pm


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Postby Dartmerc » Thu 15 Oct 2009 8:03 am


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Notes:

Postby Tragos » Wed 21 Oct 2009 4:57 am

I'm fortunate enough to own the PS1 title: Alien Resurrection. A very enjoyable game if you have the Playstation mouse... ( I do! )





I've been studying the level design, and textures. They did a very good job making this game look like a part of the movie. I'm amazed how low res some of the textures are, but thanks to the dark palette and lighting techniques of the Playstation. The game still looks great! Especially considering the low resolution and processing power of this console... My own work will reach at least this level of detail, and again "BLEND" the best aspects of all my favorite Aliens games together. Keeping within the spirit of Aliens Online of course. :) I've actually spent enough time with each of the games, to notice they kept many of the textures similar if not the SAME! The spinning vent texture from aliens online, was remade into a 3d version for Alien Resurrection! I'll try and post a comparison shot... How interesting!

Colonial Marines for PS2 *cancelled*
Here is another good source for some inspiration.... Though the muzzle flash does make me laugh! :)


I'll be working hard the next few weeks perfecting my new textures. I've purchased 3 new programs which will take some time to learn. One of which I scored for 11 bucks. Corel Ulead Video Studio 11 Plus. It's a shame this project won't be using anything HD. LOL Right now, my ancient Corel Draw program from 1997 is doing the job just fine! Not bad a score for 99 cents at a thrift store. :)

As for the Marine sprites, I've now made my Marine's about 90% accurate. It was tough, but I was able to get my hands on a full set of Marine gear from Hot Toys. Minus the leg armour, though my custom set should be good enough. I'll be turning out the new sprites within the next 2 weeks I'm hoping. I'll post shot screens of the completed figure soon.
Last edited by Tragos on Wed 21 Oct 2009 4:34 pm, edited 1 time in total.
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Texture Tease:

Postby Tragos » Wed 21 Oct 2009 5:55 am

Here is an example of my work:

This is all I'm willing to release at this time, any positive criticism? I personally think I'm nailing the look of Aliens pretty well. 8) My levels still have a doom feel, but I'm working on that....
Last edited by Tragos on Wed 21 Oct 2009 4:36 pm, edited 1 time in total.
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Slope Texture...

Postby Tragos » Wed 21 Oct 2009 3:26 pm

Is there a way to have a slope texture not "stretch" itself? At first glance it may look okay, but I'm losing some detail.... :( In other words, how can I make a slope act more like a wall texture?

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Postby Lobo » Wed 21 Oct 2009 7:22 pm

Alien resurrection on the PS1 is ridiculously hard. You HAVE TO cheat to enjoy it!
It's a shame because it could have been one of the best FPS games for that platform if they had actually had people test the playability before shipping it out.
, Lonely Meadows TC,
, DoomP.A.L.

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Postby Corbin » Wed 21 Oct 2009 8:49 pm

I distinctly remember owning a really shitty Aliens FPS back in the 90's. I wouldn't remember what it was for the life of me. It was on PC...and I think PSX. All I know is that it looked like crap on my IBM.

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Re: Slope Texture...

Postby andrewj » Thu 22 Oct 2009 1:04 am


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Postby Tragos » Thu 22 Oct 2009 6:23 am

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Again...

Postby Tragos » Fri 23 Oct 2009 7:33 am

Okay, I know I've been working on this corridor awhile... I should wait till I have more completed before posting every new minor detail... However, I've been turning out at least 15 new textures each day. For the moment, I seem to be happy with my texture placement.... Keep it mind, I'm still quite new to level design. Does this look like appropriate for the Aliens universe? :) I crave a lot of positive reinforcement... LOL When I decide to use .png's the graphix will look even more intense. If anyone need's some original textures, I'd be happy to help!



Last edited by Tragos on Sun 25 Oct 2009 4:21 pm, edited 2 times in total.
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Postby immortalundead » Fri 23 Oct 2009 10:07 pm


zZaRDoZz
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Postby zZaRDoZz » Fri 23 Oct 2009 10:48 pm


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t

Postby Tragos » Sat 24 Oct 2009 6:56 am

Thanks guys! I'm far from finished, the bar can be pushed higher still.... :D I want people to think of this as a real game, and not just a spiffy "doom mod". AVM is really for the fans. Once this project is finished ( awhile from now ) my personal mission it to help everyone on this forum in whatever way I can to get their projects done! :) I believe I have "well rounded" skills.... *Conceded Moment* And would be happy to contribute textures, sprites, or maps. Liberation's vietnam TC I have my sights set on... I happen to have a lot of gear for my figures from that era.

Despite the futility of war, much of the modern technology/tactic's in today's battlefield wouldn't be the same if it wasn't for Vietnam. Hell, I think James Cameron said this himself..... Aliens basically is a war of Tech versus low tech, much the same as the Vietnam war was...


"tightening up the textures"
This shot has been sparking some attention in the Zdoom forums. :D I can say that I'm "ALMOST" happy with the way this looks...
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Sprite development:

Postby Tragos » Mon 02 Nov 2009 5:20 am

I don't want to spoil anything... But let me just say that I've recently gained some new aliens merchandise to digitize. It's more time consuming than I thought, everything has got to be right! Until they are perfect, I won't be showing anymore.

:twisted:
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Problem

Postby EuroSpriter » Thu 05 Nov 2009 1:35 pm

I'm mapping for the ZDoom release and I have a problem: There are 3D bridges in the Aliens Online's map that I'm rebuilding. Well, as we know, ZDoom doesn't support true 3D or sprite flattening like Build, so I developed a new editing "trick" based on Kurt Kesler's K?Bridge. Now, my trick created a very good illusion of real 3D bridge, but it caused lag. Therefore I think I'll abandon that idea.

So, what should I do?

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Postby Tragos » Sat 07 Nov 2009 4:10 pm

Does the lag still appear if you run the map in Gzdoom? Doombuilder has a set tag for 3d bridges, did you try that method as well? If you send me the map, I can have a look as see if there's anything I can do.
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Tragos
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Postby Tragos » Sun 08 Nov 2009 7:19 am



Hey Phil, does this look familiar? WIP <3
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Postby EuroSpriter » Sun 08 Nov 2009 7:22 pm

Now, I'd like to now one thing: Will GZoom be used? No one ever told me. I was just informed that ZDoom will be used.

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Postby Liberation » Sun 08 Nov 2009 9:07 pm

I didnt think gzdoom was any good for multiplayer....


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