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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
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From Twitter... 
 
holy crap that map looks awesome, so intricate. 
Love Those Pictures! 
Map looks awesome, can't wait to play it! 
Here's A Ceremonial Circle For You. 
I Really Enjoy 
the small brick variant used there. 
Thanks Drew 
It's one of the wall textures from Doom, modified to resemble the Quake swampy brickwork. I nicked it from UDOB. 
Beta-Testers WANTED 
Hi!

After allmost more then a year my first mod "Adoria" is going to become finished.
Now I'm interested in what you guys think about it and ask you to help me to get the job in its final lap.

Every demo or review is wellcome.

You can download the mod here: https://drive.google.com/file/d/1MKt75IHzlGx69ebkfzKkBcXtWtFMYQte/view?usp=sharing

The mod has been tested with "fteq64" because Quakespasm 0.92 cause crashes with explosions on multiple custom debris.

You can expect a story, based on id-classics, different environments, different music tracks in one map, references to films and games

In the meanwhile my tasks are:

1. creating one more room "the greenhouse"
2. creating the final voicetrack that closes the story
2. polishing up the environment
3. polishing up some of the music tracks
4. polishing up the gameplay

best wishes! 
Re: Testing Adoria_beta 
Anyone else getting this error on the first map?

Mod_LoadTexinfo: 90 texture(s) missing from BSP file
Host_Error: Mod_LoadModel: 9 not found 
Bad Ah! 
Well I'm done with modelling my octopush, but my skin file gets twisted. Maybe it is my configuration.
octopusy.gif

Here is the creature, I added a qc :
<a
href="http://home.kpn.nl/lo2kf8/quake/models/Q1_octa.zip">octopusy.zip</a> 
 
Skinsize 
I'm not sure bit in game my skinfile gets ruined. Has to do something with the odd size 68x616. 
Maybe Try With Something 
that is divisable by 16, 64x560 or something like this. 
 
The height limit for skins in GLQuake is 480. 
Grm... 
I lowered it already to 64x306 but it doesn't matter. The half size picks up the black outlines.

I think it's the result of my chasm UV flipping. 
 
Skin width must be divisible by 4. Your skin is 614x68.
273 frames of animation is also pushing it. 
Ah! 
Yeh, lots of frames. I should stick to the 255.
I'll ook for the size again.

Thanks for the hints! 
More Skin Is Better... 
Very nice octopussy Madfox. It can be tricky to keep track of animating all those tentacles, nicely done.

Anyway, here is a Quake model to have a gander at:
To liberate your wild curiosity 
Ludwigh XIII 
Thanks, indeed it has a tricky foot. Although I think the shoulder parts a bit frozen. I would like to go for a sliding ball as sienna can get very flexible.

Good model, it is more realistic than I would fight avant-garde with. But beatific skin setting.

I'm eagerly searching for that dust appearance after making some sprites myself.
Do you have an idea how it is done? 
To Model Or To Sprite?... 
Madfox, for this scene the gun smoke and dust are models with scaling and position keyframed, along with the alpha blend shader. These models have only one single skin so there is no sprite animation. The effect is achieved by key-framing these three attributes:

A closer look

The model skins can be converted to sprites with AdQuedit 1.3. You can spawn these sprites as temp entities on the correct frame in code. You can also give the sprites a self.alpha for each frame.

Here are my smoke and dust alphas already in Quake palette as an example:
http://www.quaketastic.com/files/misc/dust_textures.zip 
The Sprite 
I was already amazed by the way you had that alpha on the pinetree. I see your aproach is different than mine.
I see you're using Blender to make these attitudes. I never managed to get my model in it, but it looks good seeing it is possible.

Only way I can use sprites is with an alpha screen on tiff file. Other extentions loose the transparant quality.

AdQuedit, I used it once to change the hub files. Didn't know it had that ability. 
I Come Bearing Gifs 
Nice Stuff 
and quite good for learning pruposes too! 
Ouch 
Right in the motivation package...

Just kidding, that stuff is awesome :D 
Then 
they aren't released maps, or are they? I wanted to check the texture set of this map: http://born-robotic.net/spog/thumbnails/isntanttele.gif
It suits the maps i am making lately. 
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