
Skin Is 256x256 :)
#13172 posted by
Skiffy on 2016/01/29 02:16:09
The arm and leg is mirrored but I hide it with a unique middle torso. It could be 512 x 512 too I believe but right now the shambler has a 1 to 1 pixel ratio with the level geometry. Kinda nice ha.

Remodeling Project
#13173 posted by
Skiffy on 2016/01/29 02:21:26
I am sure the tech on Darkplaces can make some sweet visuals but you need artists that have an eye for proper color and details. Those screenshots are very primary in their understanding of design aesthetics.
I personally prefer all hand painted textures plus default Quake1 geo is just not detailed enough to hold up with super high resolution textures. The stuff being done in AD on a BSP level could work with double rez textures I think.
One of the few things I would love to add in all the quake engines is better water. Water with shadows and reflection and proper murky depths.
I'll be sticking around for the foreseeable future so expect a few more remakes of classic monsters. PLUS colabs with other members to expand on the remade monsters abilities and behaviors.

Nice?
#13174 posted by
adib on 2016/01/29 03:28:03
Extraordinary, I would say. It's amazing that you painted so much detail into 256x256.
About water, I would love to see UT-like water surface.
#13175 posted by
- on 2016/01/30 20:01:31

Neat!
#13176 posted by
adib on 2016/01/30 23:19:18
But that slime is bigger than 64x64, isn't it? That causes some distortion.
#13177 posted by
- on 2016/01/30 23:57:47
it's a 64x64, but the texture is scaled up on the liquid brush, there's a func_illusionary below it as well with the same slime texture rotated and at normal scale. It looks pretty goopy and thick that way I think... Looks better in normal MarkV than in WinQuake MarkV though.

Shambler Head Gib Progress!
#13178 posted by
Skiffy on 2016/02/01 15:08:45
I'm not 100% sure on the missing tooth... maybe it's because I'm used to the texture having such lovely teeth?
#13180 posted by
JneeraZ on 2016/02/01 16:56:34
That's pretty nasty ... :P
#13182 posted by
JneeraZ on 2016/02/01 17:21:38
Nasty is usually good when it comes to forcefully disconnected monster body parts...

Color-corrected Alpha Blending
#13183 posted by
mankrip on 2016/02/01 20:23:41

NICE Water.
#13187 posted by
Skiffy on 2016/02/02 01:12:23
I like that a lot. Now we just need some reflection and make it standard for all engines going forward? :)
#13188 posted by
mankrip on 2016/02/02 01:20:30
Skiffy: Water reflection isn't in my plans, I don't see any gameplay reason for it and it's not needed for artistic consistency.
SleepwalkR: I don't have a Mac. =P

Razenkrauft Is Now Schlossherr
#13189 posted by
aDaya on 2016/02/02 23:39:08
Beginnings of the first map, a Port Town:
http://image.noelshack.com/fichiers/2016/05/1454452471-shlsr1screen1.png
http://image.noelshack.com/fichiers/2016/05/1454452490-shlsr1screen2.png
http://image.noelshack.com/fichiers/2016/05/1454452480-shlsr1screen3.png
http://image.noelshack.com/fichiers/2016/05/1454452486-shlsr1screen4.png
And seeing how much trouble I'm getting with coding properly the BFG, I'm thinking more of doing something similar to the Shotcycler. It would be easier to code (though I won't add in shotcycler jump for obvious reasons) and its design would be on the same tier as my Gatling Gun: great damage output, but eats lots of ammo and has a wind down time coupled with an arbitrary fire.

Taken Directly From Deathmatch Classic
#13191 posted by
aDaya on 2016/02/03 01:26:29
I saved it as a quake wad, I was surprized quakespasm and so forth got no texture errors, but there's still bullbright pixels there and there.

Looking Good
#13192 posted by
mjb on 2016/02/03 02:17:53
Very nice start of the port town Daya!

Cheers
#13193 posted by anonymous user on 2016/02/03 03:35:51

Azymuth
#13194 posted by
madfox on 2016/02/03 18:48:44
Using a rotating static entity as a
skybox.
#13195 posted by
Zwiffle on 2016/02/03 18:59:54
Rotating skybox + VR = vomit!
Otherwise it could be cool if it rotated much more slowly

It's Pretty Good For Cosmic Horror I Think
#13196 posted by
czg on 2016/02/03 19:03:25