#13310 posted by
Kinn on 2016/02/15 14:49:50
Kinn, use detail brushes!
Word up, yeah I use detail. It'll be fine, I just called it a vis-mulcher to imply that its layout is somewhat...not very retro.
Will TB2 Be Able To Import/export Prefabs?
#13311 posted by
aDaya on 2016/02/15 21:15:33
Tank.
#13312 posted by
Shambler on 2016/02/16 16:32:35
Really cool, very appropriate for the future Quake world, got a burly and gritty look.
Got my inspiration from looking at references from command and conquer. I intend on a couple more prefab vehicles to round out the base... The level is fairly complete in terms of geometry tbh.
KF2 Map KF-SweetDreams
#13314 posted by
Zwiffle on 2016/02/19 02:30:43
http://imgur.com/a/ijNgv
http://www.moddb.com/games/killing-floor-2/addons/kf-sweetdreams#downloadsform
Not really a 'beta' I guess since I'm done with it barring game-breaking bugs that need fixing, but otherwise yeah I'm pooped on it. :(
Another Vehicle...
I found a texture flat of a vehicle from C&C, basically put it into Quake... Will probably need to modify the texture if I am to use it.
http://www.quaketastic.com/files/screen_shots/5thvehicle1.jpg
Awww
#13317 posted by
DaZ on 2016/02/21 20:41:07
is Quaketastic down? The image doesn't load ;(
Should work now? I dunno, I wrote over the original file.
Should work now? I dunno, I wrote over the original file.
Haha Nice
#13320 posted by
DaZ on 2016/02/21 21:14:22
actually works surprisingly well
I just need to remove the GDI markings and put my own stamp on it. Probably will use the quake skull markings or whatever is normally used in the base maps. I have Speedy's signature all over my map. I know it's his texture set but it's kind of immersion breaking... obviously he'll get readme credits and stuff.
It's a shame I'm not a better texture artist, I would love a range of vehicle prefabs that can be added to base maps.
#13326 posted by
mankrip on 2016/02/22 12:34:33
Texture definition test. 512*512 @ 0.25 scale:
http://www.quaketastic.com/files/screen_shots/scr_0728.png
Still using the Quake palette.
FifhElephant
#13327 posted by
starbuck on 2016/02/23 15:10:33
absolutely love that, great job! What C&C game is that? So you took the texture and made the model yourself?
starbuck... I just googled "c&c vehicles" and someone had the flat texture map, so I converted it to the quake palette (actually zero hassle, most of the colour was retained), and built the thing with brushes.
I haven't made anything proper in a model program since I was in college, I need to learn how to do that stuff at some point.
#13329 posted by
starbuck on 2016/02/23 15:17:50
ah cool, not a stressful process then! Definitely enjoy the result though. Wonder if there's more stuff from that universe that'd fit in quake, quite a nice look that I we don't normally see :)
C&C has the right amount of gritty chunky design that can be converted to quake. The tank I made was based on the GDI Predator tank from Generals, although I didn't have any textures to work with on that. It's all brushwork and whatever stock textures that fit.
There's some definite vehicles I want to see. I would love a big blimp, a submarine and some kind of futuristic chinook or jet.
I have some ideas in my head for those. I think it would be nice to utilise AD's extra functions, like a futuristic plane could hover like a harrier jet (this could be done with func_bob quite nice I think). And it would be cool to use them in some kind of set piece, maybe have the tank be used as an objective where you blow a hole in a wall to progress?
Mankrip
#13331 posted by
adib on 2016/02/23 16:48:20
When can I get my filthy hands on Retroquad (alpha, beta...)?
#13332 posted by
mankrip on 2016/02/23 18:11:05
There's still a lot of work to do, so I can't predict it yet.
I want it to be actually usable, not just a gimmicky engine. And I'm also simultaneously developing a whole game on top of it.
Cool, you have a solid plan there mankrip?