Shambler 'Safe' Gesture
#101 posted by ijed on 2009/02/01 23:47:05
Er Ijed
#102 posted by starbuck on 2009/02/02 01:30:14
I thought the vore was gonna be the pitcher...? Did I reskin him for nothing??
Hm
#103 posted by ijed on 2009/02/02 20:05:33
Don't know enough about baseball for a decent response to that one.
#104 posted by starbuck on 2009/02/02 20:46:54
Don't know enough about baseball for a decent response to that one.
1st base - makin' out
2nd base - touchin' stuff
3rd base - sexual relations of an oral capacity
4th base - touchdown?
5th base - ???
acoustic bass
#105 posted by starbuck on 2009/02/02 20:47:55
oh and there's also the secret base, but keep that to yourself.
Haha
acoustic bass - got a laugh out of me :)
Enforcer Vertical Throw
#107 posted by madfox on 2009/02/03 04:45:44
Mf
#108 posted by ijed on 2009/02/03 12:56:04
That could do, or something very close.
All your base?
Secret base? Would that be like dirt base?
AM2000 Base
#109 posted by madfox on 2009/02/03 15:50:12
It's just a quick jump. I took the enforcer walk5 frame as it is the most close to a base frame, added bones and know I can make it jump anyway I want to.
Point is by converting a frame to dxf in Qmle hands me a monster I can import in a modelling studio. But when I export it to Qmle again chance is verticecount won't fit with the original.
So to make this one fit all frames also have to be reimported to match this new vertice count. Big bad is I can only make a base skin texture from the walk5 frame, and that's not the original.
And I gain with that strange mirror effect, why does it have that gun left?
Yes
#110 posted by madfox on 2009/02/04 22:10:47
I tried converting an enforcer model to make a vertical throw act.
As I didn't import or export the model than in Quark4.07 to make the shape the models fits well in the usual enforcer scene. The verts and trices are the same so it uses the original tex. If one uses the manipulating tool in the model studio with care it can be awarding.
Throw.zip is the RFS that fits in the original Enforcer with Qmle.
Maybe it can be usefull for Remake Quake?
http://members.home.nl/gimli/throw.zip
Excellent
#111 posted by Ijed on 2009/02/04 23:41:53
Thanks mf will check later
#112 posted by lth on 2009/02/05 11:06:39
I have an enforcer model with a whole stack of extra anims on it for diving, rolling, punching, kicking, etc. I will dig it out if you want.
Gb
#113 posted by RickyT33 on 2009/02/05 12:06:02
You are one busy boy !!! :)
Lth
#114 posted by ijed on 2009/02/05 14:20:43
Well, not sure we'd be able to use them, but at the very least they'd be interesting to see.
We don't have anything too acrobatic planned for the Enforcer.
Hmm
#115 posted by nonentity on 2009/02/05 18:22:27
Turn the enforcers into HL marines. Gwan!
#116 posted by gb on 2009/02/05 18:58:26
Madfox: the GIF looks good, I can't model, so can't really comment on the dxf files.
Lth: Sounds cool, I'd sure want to see it.
Ricky: Well, I just cleaned up the tickets. The list should be more readable now, and most tickets should have a DONE and TODO section now. The timeline is only for people with good nerves, though.
I got rid of titles like "Dark Evile Flora that may or may not be flora" :-E
But yes, this project is demanding.
Well
#117 posted by ijed on 2009/02/05 19:14:42
Mad Props ;)
Point Of Fact
#118 posted by ijed on 2009/02/05 19:16:55
I was thinking of adding all the new level names to the tickets next to the E*M* just so there's an easy reference.
Stop Teasing Us With Dev Details We Can't See
"Dark Evile Flora that may or may not be flora" sounds like a perfect description for foliage in Quake, though.
#120 posted by gb on 2009/02/05 20:32:36
The level names - I started doing that, but removed them because it made the list less readable.
The goal is to stop scaring people off with the tickets.
Names should go into the description IMO. There's also the search function which is actually pretty good.
onetruepurple: we have some whacko names :-E
Like
#121 posted by ijed on 2009/02/05 21:30:42
trap_maggot
trap_vindaloo
trap_sonic
trap_tentacle
trap_curly_wurly
trap_dimension_door
trap_acid_bath
trap_acid_house
trap_imtakingthepiss
Salivation
#122 posted by HeadThump on 2009/02/05 23:14:09
trap_maggot
trap_vindaloo
trap_sonic
trap_tentacle
trap_curly_wurly
trap_dimension_door
trap_acid_bath
trap_acid_house
trap_imtakingthepiss
You are fattening up the originals with some butter and heavy cream for a delicacy beyond our wildest imaginings. I'm getting flushed with chick like feelings right now. Are those tears coming from my eyes, why yes they are!
#123 posted by gb on 2009/02/08 17:20:42
#124 posted by gb on 2009/02/08 19:54:55
http://www.quaketastic.com/upload/files/screen_shots/e1m3rq_1.jpg
http://www.quaketastic.com/upload/files/screen_shots/e1m3rq_2.jpg
http://www.quaketastic.com/upload/files/screen_shots/e1m3rq_3.jpg
WIP shots, lots of things missing. Shot 1 is the entrance area, shot 2 is the passage to the lift/ogre cage, shot 3 is between lowering ceiling and cave.
For some reason I have screenshot problems in X11 - need to use Joequake in 8 bit O_o
#125 posted by Spirit on 2009/02/08 21:37:05
I was going to say those look like donkey balls. Finally I can direct negke to other shots to nag about. :p
Looks very good, especially shot 1 is nice. 2 is colour soup. 3 I have a hard time finding where it is.
Seeing extremities of "myself" easily kills the immersion for me though. :(
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