
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 ! 
	 
		
		
Welp 
 
		#12026 posted by 
spy on 2015/02/12 19:53:44
 
		very doomish, and very 2d flat 
	 
		
		
		
		I think hellish or hell themed is the main reason 
	 
		
		
2d Flat 
 
		#12029 posted by 
RickyT33 on 2015/02/13 21:15:26
 
		All 90 degree angles man.
 Looks pretty evil, I like evil looking stuff.  You could put a few lights in with "light" "100", "wait" "0.25", to light up the totally black areas subtley 
	 
		
		
But 
 
		#12030 posted by 
Kinn on 2015/02/13 22:03:59
 
		it's MineQuake. The only lights allowed are ones that simulate the lighting properties of MineCraft's various light-emitting objects. 
	 
		
		
Ok Not Exaclty 2d Flat 
 
		#12031 posted by 
spy on 2015/02/14 09:33:51
 
		but flat/plain 2d 
 is what i'm trying to say
 
 and dat pic looks like it could've been a level from d1-2
 
 sorry, no offense here
 i'm retarded 
	 
		
		
Aaaaah 
 
		#12032 posted by 
RickyT33 on 2015/02/14 14:29:31
 
		I see!  Mine-Quake - all 90 degree angles.  I'm stupid - carry on....  Looks evil as f@ck! 
	 
		
		
MineQ Wip 
 
		#12033 posted by 
FranckQ on 2015/02/14 15:33:29
 
		
	 
		
		
MineQ Wip 
 
		#12034 posted by 
FranckQ on 2015/02/14 15:33:29
 
		
	 
		
		
FranckQ 
 
		#12035 posted by 
spy on 2015/02/14 16:13:26
 
		theres excerpt from frib's readme 
 
 I promise you that there are no crates, no 'jump pads',
 and nothing which could be accurately decsribed as a 'curve'. [b]Angular
 is beautiful too! [/b]
 
 bear in mind   
 Angular
 is beautiful too! 
	 
		
		
Picasso Design... 
 
		#12036 posted by 
JPL on 2015/02/14 16:48:28
 
		... not sure angular is my of my taste... curves are greater... have you even seen a woman with cubic boobs ? That does not work... except in Mine-Quake ;) 
	 
		
		
Dammit 
 
		#12038 posted by 
spy on 2015/02/14 17:20:49
 
		rickyT35
 Mike Richards LA Kings