FXANBSS wrote:EDIT: About the FOV, you need to know what is the FOV of doom and then use that FOV in UT, the weapons will look better, not like the Unreal Minigun in that Russian Overkill mod for Doom. (looks ugly.)
EvilGrins wrote:Maybe NW3 is too much for Zdoom.
Why not try NW1 or NW2?
JackGriffin wrote:Ferali explicitly stated that all his code was open source. I've never seen him deny anyone anything. In fact he worked quite hard to make sure his source code was available and easy to get. He's said so much to me multiple times so I don't think any discussion on permissions matters at all.
Red_Fist wrote:You can extract them form doom or there is probably already a doom UTX package, with sprites.
Edit wrote:FXANBSS wrote:You need the permission of Feralidragon first but he is not here, so your project is failed.
EDIT: About the FOV, you need to know what is the FOV of doom and then use that FOV in UT, the weapons will look better, not like the Unreal Minigun in that Russian Overkill mod for Doom. (looks ugly.)
I don't play doom, but i see tons of videos... lol
I LOVE Russian Overkill and I could have asked Ferali's permission via ModDB!
Dr.Flay wrote:Oh bloody hellfire !
Back to the oldschool.
You will need to prepare shots of each item in UEd so you can have the right angles and clear cutting.
Knowing the units of a complete circle will allow you to type the values so each frame is exact.
Do not move the camera view once you start, or the frames will not match.
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