ZQF
#10937 posted by RickyT33 on 2011/03/12 22:48:14
Sounds awesome :)
Importing Meshes Into Radiant
#10938 posted by Jago on 2011/03/14 01:06:28
If I wanted to import a mesh into Radiant, to use as a rough base for a Q1 map, how would I go about doing that and with which version of Radiant?
Wasn't Sure Where To Post This So Putting It Here.
I threw together a quick description thingy of my Ogre sequence.
It's more just a list of what objects are involved and what they do. Feel free to comment or tell me how badly I laid it out :)
http://www.zealousquakefan.com/2011/03/tutorial-ogre-chainsaw-intro/
Awesome
#10940 posted by RaverX on 2011/03/22 23:05:29
Awesome, simply awesome. Excelent work Zealous.
Saw This, Forgot To Comment
#10941 posted by ijed on 2011/03/23 00:27:44
That's fucking great. Introducing enemies is always a good thing to do, but takes some time to get right.
Yeah...
#10942 posted by metlslime on 2011/03/23 00:35:43
that's one area where I think rubicon 2 suffered from not having a linear progression -- without a known map order, I couldn't really create a special intro for each enemy type. I did manage to create first encounters that were limited to just that enemy type, but they had no special buildup or memorable event around them.
I'm compiling a few things to start off that Quoth thread that Negke suggested. I'm not very good at writing this sort of thing but I've got a few tricks with rotates and info_traps I hope people would like.
I couldn't really create a special intro for each enemy type.
I was originally just thinking about how I'd introduce Quoth monsters in a mechanical sense, because despite the popularity of the mod I've read posts of people not really understanding or remembering their behaviour :E
Zealous
#10944 posted by Vondur on 2011/03/23 10:14:08
Ogre is indeed impressive! A pity you spoiled it in that video, would jump on my chair if i'd first got to see him in the actual level :)
OMG !!!
#10945 posted by JPL on 2011/03/23 11:51:54
It awesome !!
Indeed...
#10946 posted by distrans on 2011/03/24 07:40:11
...very impressive work.
How about having the player look through a one way glass (hack) and seeing some Pyros testing their flamers. Armour evapourates, health halves and bio suits remain untouched.
On another note, what software/process do I need to turn .dem into .wmv or .mp4 files?
#10947 posted by Spirit on 2011/03/24 08:08:05
Darkplaces let's you easily encode unimpressed AVI but of course it does look different from stock quake. If jdhack's engine finally was released you could capturedemo only limited by your harddisk's speed... joequake and its derivates also have AVI capture, iirc even with compressor support but I never found them easy to use. Whatever you do, make sure you encode to H264 or webm for good quality.
Or Simply
#10948 posted by negke on 2011/03/24 10:21:34
Good old Fraps + compressing to the target format/codec with VirtualDub.
Ye I used Fraps + Virtual dub to compress. H264 didn't work for me, it kept desyncing the audio. Compression with xvid and the bit rate suggested worked great though :)
#10950 posted by Spirit on 2011/03/24 12:56:48
Fraps costs money or you have that ugly fps counter I think?
I recommend Avidemux for editing/encoding, much nicer to use imo.
Fraps Doesn't Cost Money
#10951 posted by jt_ on 2011/03/24 13:52:07
Orly? YOu Made Me Check
#10952 posted by Spirit on 2011/03/24 17:54:07
The website says "Registration enhances the program and allows you to record as long as you like. Perform full-size recording with no watermarks on your movie." about the $37 version.
I Meant You Can Pirate It
#10953 posted by jt_ on 2011/03/24 20:59:37
It seems I was being too subtle.
Ta Much...
#10954 posted by distrans on 2011/03/25 06:41:09
...that gives me options.
Hi Distrans
#10955 posted by ijed on 2011/03/25 11:47:19
Another Limit Exceeded
#10956 posted by Mike Woodham on 2011/03/27 17:45:07
"40 dlights exceed standard limit of 32"
What do I need to tone down? Is it muzzle flash by any chance?
Dynamic Lights
#10957 posted by negke on 2011/03/27 17:51:04
Flickering and the like?
Errr
#10958 posted by negke on 2011/03/27 19:16:26
Large projectile monster hordes and lava balls?
Negke
#10959 posted by Mike Woodham on 2011/03/27 19:26:25
Looks like it. Another notnull trick bites the dust!
Mike:
#10960 posted by metlslime on 2011/03/28 00:25:41
as far as i can tell from the source, excessive dlights won't cause a crash, but the extra ones won't cast any light.
Metlslime
#10961 posted by Mike Woodham on 2011/03/28 17:08:02
Thanks. In that case I'll leave it in as the player certainly won't have time to be counting pretty lights during this bombardment!
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