#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
#13197 posted by
metlslime on 2016/02/03 19:12:50
cool, needs to have a radius of like 4000 though.
And try rotating it in quakec instead of animating it, to eliminate swimming vertexes.
Or, try making it rotate with the model flags, like weapons do.
And needs a higher-res skin :)
Madfox
I would love this functionality with the skyboxes we have now since there's a nice range of cosmos skies available.
It would also be neat if we could control the speed and other settings too. :)
Speaking Of Skyboxes
#13199 posted by
aDaya on 2016/02/03 22:03:32
Wasn't there a quake client that has Unreal-style skyboxes (the one that could have multiple layers of textures)?
Turning Skybox.
#13200 posted by
madfox on 2016/02/04 17:51:52
I used a resolution of 320 x 1324.
The bad ods are the texture skin takes boths sides for resolution. It is layout as a flat layer but comes up in qmle as two sides.
So only the half is used.
A static entity can only use 256 frames so I'm bound to the fast turning, or change it into a player, who has more frame content to include.
My qc know-how is too poor to change it into a qc file. I thought the weapon turn flag goes rather fast and is there a way to change it?
For now it is 1404 units and that is more than qmle can catch, as it appears as a white dot.
If there was no skin correktion in fitzquake to 320 height it wouldn't come on screen.
@-fifth: well, I would like some support on this subject. I'll send you the file, see your email.
#13201 posted by
necros on 2016/02/04 23:19:27
try using the rotate flag AND animating the rotation in the opposite direction. the combination of rotations might give you a slower cumulative rotation...
maybe.
or.
.
#13202 posted by
madfox on 2016/02/05 01:11:21
I was thinking of animating it only for a half cycle and use the skinfile doubled in length. In this way the speed slows down.
Necros, how do I add a rotation flag?
I made a static entity before, used the texture name to upgrade it to 512 and placed it in the high resolution teture file.
In game it came up right, so now I wonder how I can place this sky skinfile upgraded in this texture file.
I did but for some reason the texture won't come up in game, maybe because it isn't square.
Fifth.., you're email adress is lame!
whats up with my email?? :P
why not have a false skybox using the rotate stuff in the "teaching old progs.dat new tricks" thread?
Server Blooper
#13205 posted by
madfox on 2016/02/05 06:49:11
@-fifth: it may not be your email, but I tried to send an email and keep
"Can not send the message because one of the recipients was etc."
A turning skybox would leak the file?