Oooh
#12000 posted by
Preach on 2015/02/06 10:37:57
It's like a rainy terra4...
Nice.
#12001 posted by
Shambler on 2015/02/06 10:50:54
Very nice....keep it going.
Question
#12002 posted by
Zwiffle on 2015/02/06 17:02:56
How much of that is func_detail?
#12003 posted by Yhe1 on 2015/02/06 18:19:46
Somebody please finish CZG's terra
Just A Little Bit Of What I'm Toying With...
Mostly just theme testing. Not properly nailed down the layout yet...
https://pbs.twimg.com/media/B9Mi3aSIcAA_F5e.jpg:orig
Lunaran
#12007 posted by Yhe1 on 2015/02/07 00:00:51
CZG : "There's supposed to be more of them, and they should have a proper finale, but dammit, I'm so sick and tired of these things. "
Who Cares.
Terra is fine the way it is.
Fifth that looks arousing.
Hypnos And Fifth
#12009 posted by
nitin on 2015/02/07 00:38:10
keep going guys, screenies look neat.
Yeah
#12010 posted by
ericw on 2015/02/07 00:41:41
awesome looking work both of you :-)
Hypnos
#12011 posted by
necros on 2015/02/07 01:32:04
that's a cool look and needs to be expanded on!
Fifth
#12012 posted by
Breezeep_ on 2015/02/07 01:33:07
How did you get transparent textures to work?
Quaddy
the transparent colour on the palette is index 255, the peachy coloured one. Also your texture name needs to start with a "{" character for it to be recognised as a masked texture. "{cobweb.pcx" for instance.
https://www.dropbox.com/s/o8se6ino3z7fwfr/cweb.jpg?dl=0
Thanks
#12014 posted by
FranckQ on 2015/02/07 10:56:32
Thank you fifthelephant for this information.
Note About Masked Textures
If you use it then for non solid objects like cobwebs make the brush func_illusionary. And for solids make it a func_wall otherwise you may get hom errors etc
MineQ
#12016 posted by
FranckQ on 2015/02/07 15:58:11
FifthElephant
You are on a roll. I love the Q2 stuff. Looks very true to the original. Also, are those decals (spiderwebs) in Quake?
Sprony...
Nah, I messed about with ripping them from some Thief FM, converting it to the quake palette etc.
I just wish that quake engines supported having an alpha on a masked texture. But it's not to be :(
Sprites
#12019 posted by
Preach on 2015/02/08 19:35:16
I just wish that quake engines supported having an alpha on a masked texture. But it's not to be :(
Well, you can use a sprite, you just have to bake lighting into it...
Fifth
#12020 posted by
ericw on 2015/02/08 20:14:52
All (afaik) of the engines with { texture support can also take an 'alpha' key on the func_. Only problem is, if you go below about 0.7, QS/MarkV/DirectQ have a bug where the whole alpha-mask part will disappear. But at least you can make the cobwebs slightly transparent.
FranckQ
#12021 posted by
ijed on 2015/02/09 03:16:03
I hesitate to say this, but what about the monsters?
...
5th: Level Upped! Now bug Sock for the Spiders...
MineQ
#12022 posted by
FranckQ on 2015/02/09 18:52:16
@ijed I do not know yet for monsters. I hesitate to integrate is the vera thereafter.
Extra Screen WIP: Startmap
http://image.noelshack.com/fichiers/2015/07/1423503957-spasm0002.jpg
http://image.noelshack.com/fichiers/2015/07/1423503956-spasm0003.jpg
http://image.noelshack.com/fichiers/2015/07/1423503952-spasm0001.jpg
I think the startmap be over in 3 or 4 days.
I rework the texture to remain in the quake universe.
Thanks
#12023 posted by
FranckQ on 2015/02/09 19:05:02
Edit: have seen later for monsters !