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

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

Postby Tragos » Mon 09 Feb 2009 6:43 pm

A.V.M. - Aliens vs. Marines is a port of Aliens Online

_________________________________________

6/2/10
All of my time is being invested into spriting right now. I've finally made some headway and the results are looking good!

4/14/10
The most recent update's regarding AvM will now be hosted at my homepage. I shall continue to post updates on this thread but expect the information be about a week or more behind on current events.

Features:
Authentic weapons via the USCM Tech manual.
New sprites from digitized models.
8 Original Maps, and 2 new maps.
All the original gameplay modes.
Improved sound effects.
New textures.

Playable characters:
Marines:
Rifleman
Com Tech
Medic
Smart gunner

Xenomorphs
Face Hugger
Warrior
Queen

Current Team:
Tragos
Project Manager / Mapping / Sprites / Textures.

MEW
Animation assistance and design advice .

Armando Elizondo
2d artwork and designs.

Eliwood
Weapon coding / Decorate.

Appreciate all the positive feedback so far.
_________________________________________
Related posts:
http://forums.sega.com/showthread.php?t=285458
http://forums.sega.com/showthread.php?p ... ost5370643
http://www.thehiveforum.net/forum/index ... 075.0.html
http://forum.zdoom.org/viewtopic.php?f=19&t=22280
http://forums.newdoom.com/showthread.ph ... post557019


***older infomration***
With the help of Liberation, my goal is to remake "aliens online" as accurately as possible. As of right now we plan to keep the six original levels stock. However it was decided there will be two versions of this project. One for Edge focusing on the best single player experience possible, along with a few new levels one of that being of my own creation. The other project will be using Zdoom, because it is my favorite source port for multiplayer. This may change should I find another port that better suits my needs.



SPRITES
I plan to re-create all the sprites found in aliens online. From the face hugger, all all the way up to including the Queen. I think even the Armored Personnel Carrier may show up! Liberation plans to use 3-d models in his project, but I'm going to try to convince him otherwise that sprites still can hold their own if properly utilized. The world hasn't seen DOOM like this yet!

Old:

New:


My original post is here:
http://edge.sourceforge.net/phpBB2/view ... =3196#3196


Queen sprite:



Alien Egg:


APC:
Unfortunately I don't think a sprite of this will do it justice. I'll be able to achieve the effect I want to from a distance, using a Sprite version of APC. But even with a high- resolution graphic, having it rotate when you're close to the vehicle will just be kind of weird in my opinion. So I do plan to make some sort of mock up 3-d version using slopes, and cleverly placed pusher objects thanks to the hexen level format. Or maybe I need to do some sort of invisible sliding escalator to make the vehicle appear to drive itself? All these technical things can be worked out in time. I could always use some friendly advice and input!


3d-Model
http://www.turbosquid.com/FullPreview/Index.cfm/ID/329877

My first problem: SOLVED!
Though it is not my first real problem, it is the first has prevented me from moving on any further. How do you scale a sprite? For example up above, you can see that the first frame of the Queen alien is quite large. I shrank it down quite a bit so that would fit in this post, the final version is really detailed. Without a doubt she'll look very terrifying in the game! Let's say she's 285 x 349 and pixels, that is huge compared to the stamp sized sprites originally used in Doom. I'm using doom builder and XWE, two of the most commonly used tools. I need this graphic display properly so she is not stuck to the floor and the size of a mountain. I'm also just learning to use de-hack extensions with XWE so please bear with me, it's been quite a while since I've done anything with doom, so most of this is somewhat new to me again. I know edge supports most of these features, so please someone help me fix this so I may continue my work! Thanks in advance! Hopefully I won't be labeled a half-Noob!

2nd Issue

Opening a .raw sound file.
I recently just acquired the PC version of Aliens Trilogy, a game that I loved on the PlayStation. It would seem it did not make the transition to PC very well... The sprites look terrible, and all the color appears washed out. I was hoping to use this game as a source of more textures, but looks like I'll be unable to do so. However I was able to open up the file called SFX, which holds all the games sound files. I've attempted using audacity to import the .raw data. With no luck... Does anyone have experience with this rather old sound format? If I could successfully rip these sources, I would have some really nice authentic sounds for this aliens project!

3rd Issue HALF SOLVED!
Is there any possible way to include the "motion tracker"? Without it, some of the experience would be lost. Even if all it did was beep faster, when enemies got close. That would be enough... Did anyone play Beta Doom? I remember the auto map was part of the HUD, and the player's view was through the marines helmet.


Color Palette note:
If you save the textures as paletted PNG graphics rather than BMPs (or whatever you used) and then just stick them, unconverted, in the WAD between TX markers, GZDoom will show them using their own palette. That should get round both problems.

http://forum.zdoom.org/viewtopic.php?f=3&t=24118
___________________________________________________
[UPDATE] NOV.2009


Completed so far:
+Texture wad
+Xeno Warrior
+75% Colonial Marine weapons finished
+USS Conorado map 50%

Next to be completed:
-Sound .wad
-Finish AO level conversions
- High Res sprites[/b]
Last edited by Tragos on Thu 03 Jun 2010 2:26 am, edited 49 times in total.
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Liberation
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Postby Liberation » Mon 09 Feb 2009 9:54 pm

You can scale sprites in edge very easy by just using the scale=1.0; command but with zdoom im not sure.

BTW i must admit im suprised at how well those sprites look...

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Postby Dartmerc » Mon 09 Feb 2009 11:37 pm

Leave the sprites as large as possible (within reason), EDGE can scale them, and they'll look real nice. Obviously filesize is your only consideration, but this isn't 1994 anymore; most everyone can download most anything.

If you need any HUD or lua effects work I may be able to help, I say may, because as keen as I am I don't have a PC running EDGE atm. Will probably have access to one in the coming weeks/months. So basically it's reliant on your timeframe.

As for the APC issue - create (or google) a 3D model. Use the model for the EDGE release, and either make sprites or textures based off it for the zD release.

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Postby Liberation » Tue 10 Feb 2009 8:46 pm

It would be cool if you could give a hand at some stage, i can only code the most basic of huds, it be nice to learn something.

The first level is coming along now i will post up some shots when i get a few more rooms done..

EDIT: a few screenshots of deck 1, still only basic mapping, no lighting etc.








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Postby Tragos » Wed 11 Feb 2009 9:42 am

Fantastic!!! It looks just like AO!!! Great job Phill.
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Postby Liberation » Wed 11 Feb 2009 5:34 pm

well im trying my best with the mapping so we see how it goes, also with the motion tracker i do have a few ideas up mysleve, anyway i be online in a few hours from now so log on and we will have a chat.

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Postby Dartmerc » Wed 11 Feb 2009 10:15 pm

Explain the motion tracker - is it a visible map that displays the location of enemies?
There are a few ways to handle this, so really you can probably achieve something cool. Again, I can help with hud stuff, it's just a time frame issue at the moment.

Offtopic:

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Postby Tragos » Wed 11 Feb 2009 10:20 pm

No rush friend! It's done when its done... There is no deadline for this project... Whenever you can help is greatly appreciated!

The motion tracker sense's "moving objects" in front of you only. Non-moving objects or anything on the side, or behind you it doesn't sense. The beeps get louder and faster the closer an alien gets to you. Usually you barely have enough time to pull out your pulse rifle before your dead... :)
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Postby Dartmerc » Thu 12 Feb 2009 1:43 am


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Postby Tragos » Thu 12 Feb 2009 2:17 am

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Postby Dartmerc » Thu 12 Feb 2009 3:03 am


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Postby Tragos » Thu 12 Feb 2009 3:30 pm

Last edited by Tragos on Fri 13 Feb 2009 1:06 am, edited 2 times in total.
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Postby Liberation » Thu 12 Feb 2009 6:02 pm


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Postby Joppu » Sat 14 Feb 2009 6:10 pm


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Postby Tragos » Sun 15 Feb 2009 12:22 am

I can use 3d models, though this was not my original intention for the project. As you can see above, I am attempting to create a sprite of the APC. The 3d models I have found are either untextured, or require me to purchase a program to view them. First of all, I don't see why it can't just be rendered within the engine itself, without the use of an outside model. Also, I want to restrict myself from using other artist's work as much as possible. This is a personal rule I've set for myself, because this is my hobby. Learning is part of what makes it fun, seeing my own creations live and react in a virtual world is very satisfying!

What I'm doing in my garage is faithfully resurrecting the method originally used to create the doom monsters. Digitizing 2d picture's of models/figures to create a pseudo 3-d effect has been used throughout the history of video games and pc games alike. You can look as far back as the arcade game Blasteroids if you like. One of my favorite arcade games btw...

Its not a question of I "CANT". In my opinion its the cheap and easy way out. Again, above I already said that a sprite wont cut if... At least for the close up shots. So I will save the sprite version for other effects whether I need it or not. Keep in mind, sprite's are handled better by doom. The sprite I'm working on for the Queen looks AMAZING! Even if I do say so myself, and will be much more terrifying than any quickly edited 3d model..... Even the model used for AVP2 is a little rough around the edges, for this project I will continue working on what I have started until finished. If you can do better than what I've currently shown off, please contribute! I will try to repay who-ever helps me the best I can. Fair enough? Oh, and one last thing... If you followed that post about the APC, just below the 2nd picture is a link to a 3d model. :roll: Sorry if parts of this rant came across a little harsh, but I don't think you thoroughly read my first post. I had thought what I wrote above accurately conveyed all my intentions, and plans for this project... :oops:
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Postby Dartmerc » Sun 15 Feb 2009 11:22 pm

I understood, but you've said a sprite wouldn't cut it - we've suggested the next best option, which is a 3D model.
Using sectors and whatnot to create pseudo 3D objects is not a great option if you're planning to move the thing, you're honestly going to get a better effect with a 3D model.

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Postby Tragos » Mon 16 Feb 2009 5:24 pm

Sorry for being apprehensive... I've never worked with 3d models in doom before, nor was I impressed with the Eternity port which made use of Quake models, styled to resemble the original Doom Monsters...

I thought it was neat, but changed the feel too much for my tastes.
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Postby Dartmerc » Mon 16 Feb 2009 11:34 pm

For something that doesn't require much/any animation such as your APC, I think a 3D model would work well.

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Postby Joppu » Wed 18 Feb 2009 1:14 pm

There would't be any visual difference between "3d apc" and "3d-floor apc".

3d-floor
-hard to make
-hard to move

3-model
-easy to make
-easy to move around

Just ask someone to model you low-poly a 3d apc. Heck, I could even texture it for you if you want. I realize that you are not going to use 3d models for your enemies and I was just pointing out that using models for static object like apc would be alot easier than messing with 3d-floors and whatnot. You are just being prejudiced.

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Postby Tragos » Wed 18 Feb 2009 5:42 pm

www.tragos2d.com

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Postby Dartmerc » Wed 18 Feb 2009 10:41 pm


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Postby Lobo » Thu 19 Feb 2009 6:49 am

, Lonely Meadows TC,
, DoomP.A.L.

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Postby Liberation » Thu 19 Feb 2009 6:41 pm


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Postby Tragos » Fri 20 Feb 2009 1:55 am

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Postby Tragos » Sat 07 Mar 2009 11:46 pm

New warrior figure came today. I started a few test shots with him. Once the new chroma-key screen arrives I'll be able to produce the final version. I'm really impressed with the quality of this piece. It has a full skeletal system, with soft vinyl covering the figure. This results in there being no joint lines! GREAT! Next up is the face hugger, and Marines!



Also have a website in the works for this project, will be up hopefully in 2 weeks depending on school and work.
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USCM Marines

Postby Tragos » Thu 26 Mar 2009 10:01 pm



Finally got the chroma key screen, still have issues with the lighting though. Have to build accurate helmets for the marines also still.
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Postby Liberation » Fri 27 Mar 2009 7:02 pm

Very nice

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Postby Tragos » Fri 27 Mar 2009 8:41 pm

This plastic screen SUCKS. It will un-wrinkle over time I suppose, I'm ordering a cloth fabric version next. Lighting is still an issue, but I'm working it out. This test shot in my opinion is terrible, I just really wanted to show off something! That way you can't take all the credit Phil. :D When these sprites are actually finished they will shock and amaze!
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Postby Karnizero » Mon 30 Mar 2009 12:56 pm

You still have "problems" with those RAW sound files?

Maybe this is what you need:


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Postby Tragos » Tue 31 Mar 2009 2:24 am

lol I tried that program.... But I still have no clue what the hell i am doing.... When you rip the raw sound file, it's unsure how to decode it.... Usually I can only get loud static, or some really odd clicking sounds.....

help! :) Perhaps I just need to know the right settings?
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