Waterfalls
#119 posted by madfox on 2011/09/12 08:37:30
Rather intrigued by Preach I tried the waterfall model. I opened it in qmle and saw it were all film files. As it is a one patch line I couldn't use it in normal Quake. It just disappears.
So I decided to make one that turned round frames like a coil, so it can be used to simulate waterfalls or taintracks.
The screenrecorder went chunky so I made a gif to illustrate the principle.
http://members.home.nl/gimli/wfall.gif
...and now I'm on it I might as well turn you the file, maybe you get texturing inspirations for a praxinoscope like me.
http://members.home.nl/gimli/rotaframe.zip
:D
Seeing Double
#120 posted by Preach on 2011/09/14 00:33:53
Glad to see it getting used MadFox, certainly the watery realm in your map looks like the perfect home. To bind that model in with the perl stuff above, here's a quick script I just cooked up which offers another way to solve your problem.
http://www.btinternet.com/~chapterhonour/double.pl
It takes an input model and makes all the polygons in it double-sided, so you can see it from front and back. Here's the output when you run it on waterfall.mdl:
http://www.btinternet.com/~chapterhonour/waterfall2.zip
Just remains to say that I didn't write the script just to help with the waterfall, it should also come in handy with the next model in the pipeline. You heard that right - this isn't even model of the week! (what an ugly tease...)
A Vine Model
#121 posted by Preach on 2011/09/19 23:22:02
It's time for Model Of The Week, only a day late. Or if you prefer, bright and early at the start of this week!
http://www.btinternet.com/~chapterhonour/vine.zip
Time to plant some vegetation in your map! This model will decorate bare surfaces in your map, making your medieval walls look vibrant or your base maps overgrow and abandoned. And at just a shade over 40 triangles per model, why not add two!
The model comes with 7 poses for the vine, and the following 4 skins:
Tropical Vine
Poison Ivy
Desiccated
Autumnal Tips
The model is designed to tightly hug a wall in your map, and so the polygons only face in one direction. To get the right placement, position the origin of the model 8 units away from the wall it will be rooted to. In the case of the 'limp' frames, the origin should be 64 units from the ground, and in the case of the 'creep' frame 32 units from the second wall that it wraps around.
The script in the previous handful of posts in this thread would also be useful here, if you would rather create free-hanging vines which you need to see from both sides. Bonus points if you can adapt the script to make it instead clone the triangles in the model and make a single vine model with multiple creepers. You'll save entities!
Turbulence Waterfall
#122 posted by madfox on 2011/09/21 01:23:08
Fine piece of artwork there, Preach. Wish I had these when making my venividifuzi level.
Roman art would like that, as well as the vine texture.
I wanted to add some turbulence to the waterfall, as it is a bit strange to see so much water falling in a peacefull water.
Also made the length somewhat longer.
http://members.home.nl/gimli/hfall.gif
Yup
#123 posted by roblot on 2011/09/21 01:48:09
Those vines isa useful, thanks man.
Big Wave
#124 posted by Preach on 2011/09/22 01:05:51
I had worried about the bottom of the water in the same way, but decided to go in a different direction for the next models and return to it later, so I've been beaten there! I hope you plan to share the model once it's finished. It probably could stand to have some particles along with it in a map to add noise to it, but it certainly creates turbulence.
At the base of the splash you have a wave washing over, which makes me wonder if you could make the entire splash section loop around in the way that the main waterfall does, and so create a series of waves. The problem I can anticipate is that it forces the waves out in just one direction, but it might still be worth exploring.
#125 posted by madfox on 2011/09/22 02:37:06
Glad you like it.
Not a case of beaten, just an idea involving by cherrishing it up! I also was thinking for a sprite with buble but that changes in view.
Fog also would do, but that's kind of hazzard trying shaders.
http://members.home.nl/gimli/waterfahl.zip
Two models, the starting one as in the gif file, and another one I tried to make the wave bigger and more floating off. Funny to see the waterbulb go under the normal wayer surface.
I already tried to make the vertices change directions, but you can make a try by dobbling the vertical one and change it in front of it.
lol
Puf Statics
#126 posted by madfox on 2011/10/03 22:45:15
#127 posted by gb on 2011/10/03 23:12:28
Ahaha, awesome!
Skip For Models?
#128 posted by madfox on 2011/10/13 22:23:31
The idea just came up to me if it would be possible to use skip on model.mdl files?
The way it is done with mapping is clear to me.
How About...
#129 posted by metlslime on 2011/10/13 22:35:10
just delete the triangle if you don't want it to be rendered.
#130 posted by necros on 2011/10/13 22:51:28
models and BSPs are totally different. i don't think there's any way to reconcile the two systems.
but metl's right, deleting the triangles is the only way to make faces not appear.
Quoth had (iirc) 3 seperate models for the polyp stealth activation where Kell went and deleted successively more and more tris.
Greebles
#131 posted by madfox on 2011/10/14 01:18:42
Yes, I was suspecting something like that.
I understand deleting the triangle creates an opening, but there's no way to make it look transparent, than by texturing a blooming surface.
Ah
#132 posted by ijed on 2011/10/16 16:58:08
Gradual transparency.
I don't think there exists a method for that in Quake, although DP has some stuff that does it.
Spritely
#133 posted by Preach on 2011/10/19 22:06:54
I was gonna ask some advice on using sprites in quake but instead I'm just gonna moan. Fitzquake really spoils you with it's proper support for sprites. I had a model-sprite combination working beautifully in fitz, and then tested it in a few classic engines just to be sure. GLquake doesn't support "facing upright" sprites and just uses the facing code. Winquake is equally unsupportive in a different direction, shrinking the unusually large sprite down to about half the desired size.
I'm pretty much betting that there is nothing that can be done but if anyone knows a fix for one or the other it's gladly heard. Otherwise back to the drawing board...
Also
#134 posted by necros on 2011/10/20 00:15:09
the sprite offset stuff doesn't work at all in DP, so make sure, if your sprites animate, that they are centered in the image.
Model Of The ... Er ... Quarter I Guess
#135 posted by Preach on 2011/12/10 02:44:43
So yeah, not really putting out a model every week. Which isn't to say I've not been making them at that kinda rate. But I've made a few that I don't think are worth releasing, or are ready for show just yet, and had that tree project which got eaten up by technical hitches. After that I started making a series of models in a theme, more about that later.
Today though I took inspiration from the explosion effects in TF2 and tried my hand at making a particle effect, which was good practice in using all the gmax animation controls I'd learnt about for the aborted models above.
http://www.btinternet.com/~chapterhonour/embers.zip
The file contains the model and a quick test mod plus full details on how it works, but give it a quick spin and let me know what you think.
So back to the series of models I mentioned at the top. I was thinking if the best way to handle a pack like that would be to post individual models here as soon as they are working - beta quality if you like. Then I can tweak them based on any feedback offered and release the pack with all the refined versions at the end. Sound alright?
Great Sparks!
#136 posted by madfox on 2011/12/13 01:04:58
I noticed them only with the GL, but as closer to the wall the appearance get better.
This way it's easier to add emitters like the extra-mod.
Are you making a new pakfile with monsters like I did in The Hangar?
Gomjabber
#137 posted by madfox on 2011/12/13 01:08:33
Stop, Grenadetime
#138 posted by Preach on 2011/12/13 16:50:13
Are you use you don't mean the Rocket Launcher, the mod uses stock effects on the grenade! I'm not working on any new monsters right now, mostly my new models are mapobjects (and now special effects) that other people might want to incorporate into maps. Expect a few more particle systems soon because they're quite fun to make!
#139 posted by necros on 2011/12/13 19:46:57
meant to comment earlier but forgot.
the effect looks quite good. hexen2 has a few good examples of ways to make effects out of models too, if you are looking for inspiration.
Super-duper-multishotgun
Got the idea from ne_ruins mod, and blocked some models. Im not really sure how to setup a camera to simulate 1st person view.
http://i.imgur.com/p091p.jpg
http://i.imgur.com/qlPcq.jpg
One is just random, and another one based on this concept http://gamersblock.net/gamefluid/wp-content/uploads/2011/05/shotgun2a_001.jpg
#141 posted by necros on 2011/12/18 01:08:19
those are pretty cool man... should try to get them skinned and such.
for positioning, just grab one of the regular gun models and export it as a dxf file. then, in your editing software, just import the dxf and match your gun to it and then get rid of it when you've got the right position.
Well
Nice One
#143 posted by negke on 2011/12/19 10:58:54
Time for an all-shotgun Quake with single- up to eight-barreled shotguns.
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