Wow Really Cool Shoots
#12089 posted by Tronyn on 2015/02/25 05:35:05
What game is that? Potions, zombies, trees, looks great.
REAlly liked the Quake shot as well; Cyclopean for sure. Loose stones are a nice touch.
#12090 posted by
hypnos on 2015/02/25 07:22:03
cool! I think this is going to be a good year
Yes
#12092 posted by
ijed on 2015/02/25 13:11:20
Foliage is the hot new stuff it seems.
The maligned and yet mighty {
And just as EricW starts putting together lighting models that are especially suited to open terrain.
I Like It
#12094 posted by
Kinn on 2015/02/25 13:24:53
crisp, crunchy, old school foliage, fits with the aesthetic whilst progressing it in a way that's perfectly cromulent to quake traditionalists imo.
#12096 posted by gb on 2015/02/25 17:04:52
Foliage was pretty much possible all the time, with oriented sprites.
#12097 posted by
JneeraZ on 2015/02/25 17:11:45
Oriented sprites won't work for anything other than grass tufts or maybe flowers.
#12098 posted by
metlslime on 2015/02/25 17:30:43
also they don't take lighting.
rubicon2 originally had sprite-based metal grates, and i tried to make it work better by having the LD choose the lighting level (by setting the skin index) but it still didn't look right almost ever.
Yeah
#12099 posted by
Kinn on 2015/02/25 17:58:31
.spr for anything environmenty always looks like pickled arse.
.mdls do also, but to a lesser extent.
Currently Using .spr32
#12100 posted by
killpixel on 2015/02/25 19:47:40
really wish autosprite2 was vp parallel upright :/
maybe there's an "autosprite3" on the horizon...
Indeed
#12101 posted by
madfox on 2015/02/26 02:36:19
rags do look ugly in sprites.
They are only usefull in caves at distances. The ones 5th_elephant uses are better but static.
rag.spr
Alpha Textures
on .mdl files would be nice. I don't know how feasible it is though. :)
That way you could make rags/spiderwebs that can move with the wind etc :)
Yeah
#12103 posted by
ijed on 2015/02/26 13:02:51
I'm looking at the same problem - I want thin fenced stuff with alpha that can blow in the wind and has lightmaps applied.
I can kludge it with some entities, but really a hierarchy (eg. bones) is needed for this type of stuff.
Hexen2 Mdl Flag
#12104 posted by Spike on 2015/02/26 16:22:41
#define MFH2_HOLEY (1u<<14)
set that bit in your .mdl header's flags field (hex editor? 78th(#77) byte becomes 0x20), load it up in fte, marvel at palette index 0 now being alphatested (that's the theory anyway).
or if its an iqm you can just provide your own shader while playing with the model's bones via csqc. lightmaps is less easy, although iqm does support vertex colours, while mdl would need to bake it into the texture itself.
I guess this stuff needs some new light util tweaks.
Mooie Vis
#12105 posted by nicholas on 2015/03/03 20:21:10
A zoo een mooie vis
Moldy Ruins Concept
#12106 posted by
hypnos on 2015/03/10 08:29:41
Pretty much starting over with that rainy level as the visuals keep evolving.
https://www.flickr.com/photos/129414687@N03/16585062198/
One Can Almost HEAR The Atmosphere
#12109 posted by
Spirit on 2015/03/10 12:00:14
Very Good, Hope To Play That Map Soon!
#12111 posted by
Pietroskij on 2015/03/10 14:49:17
Whoa
#12112 posted by
starbuck on 2015/03/10 16:09:27
absolutely love it! Perfect texturing, and what looks like nice dirtmap lighting... and the transparent textures too! Great example of using new techniques but keeping an authentic quake feel.
That First Shot Is Great
#12113 posted by
metlslime on 2015/03/10 16:29:09
love the sense of scale and atmosphere in that first shot.
second shot looks properly damp and dreary too.