#14388 posted by negke on 2016/12/26 12:52:45
Yeah, it's nice and possibly a slight Sen's Fortress vibe. But I must admit I got a bit of a Honey/Sockstyle fatigue over the last couple of months.
#14389 posted by PRITCHARD on 2016/12/26 13:00:55
Looking good, not sure I agree with Kinn though - assuming I'm talking about the same place, I don't think phong is really making a difference. I think it looks fine, but if the goal was to spruce it up I'd go for a bit more brush detail (perhaps an insert or something sticking out slightly. Just to break up the texture a bit.
But personally I don't think it's necessary to do anything like that,
#14390 posted by Kinn on 2016/12/26 13:45:03
I think it looks fine
Yes it's a minor quibble at best - a quiblet, if you will. To put it in perspective, a quiblet (in Standard Pedantry Units) is roughly equivalent to about two-thirds of a nitpick.
 Mega Monster Overload
#14391 posted by sock on 2016/12/26 20:26:50
Sock Has Spoken, No uber mod for you. Oh well. GO MAP WITH AD!
I did not say no to your uber mod!?! I said - Please stop patching AD, create your own mod and use the devkit! This means creating your own uber mod in your own "uber" directory!
I did clearly stated this fact in the readme file
Line 34 - Do not use the AD (Arcane Dimension) name for your own mod
Are you sure you got the Drake monsters in that screenshot? :P
 Oh...
#14392 posted by Qmaster on 2016/12/27 19:39:51
I'm planning on calling it the Keep mod anyway. Because you keep what you kill (and kill with).
In that case sure. And yes it is only a start. I haven't got quite everything just yet. All must be subsumed into the continuum. The collector's Keep must be filled. Any mod differences must be accounted for and easily accessible by the mapper. For instance, the zombie has umpteen different abilities that have to be included such as crucifix dismounting, laying, necrosprinting, etc.
 Is That Really A Good Idea?
#14393 posted by negke on 2016/12/28 00:16:47
Better to do something like an easily accessible (and compilable) bestiary like Realm667 has for Doom like suggested some time (years?) ago - where people can create their own collection of enemies from a database to include with their map.
 Minimal Map Extras
#14394 posted by Qmaster on 2016/12/28 06:36:38
I can see how someone who only wants to add a few new enemies would want to be able to add just those new features to minimize map download size.
However, devkits aim to provide one dowlnoad for the kit. Then maps don't need to include their own mod in the downliad at all. People download the kit/mod. Then download maps for it. I may do Preach's idea of making the Keep mod inside the base ID1 directory where the only requirement is for people to add pak0 and pak1. This way any maps that want to add something not included in the base devkit can have an extended mod with their features.
 Now
#14395 posted by Qmaster on 2016/12/28 06:38:18
If only there was an engine that had support for multiple progs.dat where any added progs were simply to include extra functions.
 @Qmaster
#14396 posted by Spike on 2016/12/28 14:12:27
FTE_MULTIPROGS... Its basically FTE's oldest extension :)
that said, you generally have to tread very carefully around the base progs because very few mods are clean enough/designed for it, which makes simple things like eg changing the obituary (when some new monster kills you) really painful.
Its also kinda too much of a pain to set up on a per-map basis, but meh...
And yeah, its still fte only, and not enough people around here are hip enough to use it.
 Hmm
#14397 posted by Qmaster on 2016/12/28 15:22:37
Reading thru recent discusion in the AD thread has me thinking I should just stick to the tried and true method of putting it all together in one package as a standard mod. Full multiengine support (though QSS is recommended), no muss, no fuss, best support for the mapper.
Obituary should rely on a specific .string deathmessage1, deathmessage2,... deathmessagen for each enemy such that obit only has to randomly pick one of the deathmessages so long as it is not "".
Systems. Better systems allow for flexibility and the best power for the mapper. That is why I use AD as a base for any added content. All the enemies you see above use AD code structure.
I really should create my own dev thread rather than clutter up the screenshots thread. :)
 Normal Maps Are Cool
#14398 posted by killpixel on 2016/12/29 02:05:26
I had some free time the afternoon and, once again, found myself admiring Doom3's art. I loaded up some assets in darkplaces as I've never experimented with anything other than diffuse layers.
I also generated some normal maps for my 2D pixel art using nvidia's texture tools for photoshop. The results were pretty bad, though I didn't have high expectations. Using higher rez assets yielded some pretty good results but the art was of organic stuff (stone, wood, etc) and the plasticy look of the normal maps is pretty lame. It really takes a bit of fiddling to get it to look good.
On that note, it occurs to me that the design of Doom3 is perfect for showing off the tech it used. It seems all these nifty shaders and texture maps work best with hard surfaces and dramatic lighting. Doom3 texture set is really easy to map with as well. That's some good designing!
 What's With The Mini-ogre?
#14399 posted by Mugwump on 2016/12/29 03:34:51
 Because It's Quake
#14400 posted by killpixel on 2016/12/29 03:49:33
My player scale is different though. Mine being 128u and Quakeguy is less then half that, IIRC. Also his eyes are in his chest, making him feel even shorter.
Does anyone here know of a tool that will invert the z of existing normal maps? If you notice in the video, they're inverted (shadow where light should be and vice versa).
 Nevermind, Just Figured It Out
#14401 posted by killpixel on 2016/12/29 04:09:58
turns out each image channel (RGB/XYZ) is actually grayscale, making it simple as pie to invert. Neat!
 Ogreling
#14402 posted by negke on 2016/12/29 10:16:38
So cute. Needs helium-pitch sound effects. Quoth 3 confirmed.
 Ogreling Like To Chew On Toenails
#14403 posted by mfx on 2016/12/29 23:14:34
or sth..
 More Shader Stuff
#14404 posted by killpixel on 2017/01/03 00:20:38
trying out bump/specular maps on low res assets. i'm happy with the bioshock inspired water, looks good for a first draft. the splash/puddle are placeholders. there are specular map on the blood and both bump and spec on the metal trim of the chest.
i played with giving everything a specular map but most surfaces had to be toned down so much that they may as well not have one. i think having select glossy surfaces, namely liquids, is a nice touch though. they stand out against the otherwise matte world without having to be overdone.
 Killpixel
thats an awesome mix of retro styling with new effects.
 Thanks Fifth
#14406 posted by killpixel on 2017/01/03 00:30:54
i think it's pretty neat too. the hard part is figuring out an aesthetic that isn't bricks or tech panels :/ still looking for that "eureka!" moment...
 Killpixel
#14407 posted by khreathor on 2017/01/03 00:36:33
It's Unity or Custom stuff?
 Killpixel
#14408 posted by Barnak on 2017/01/03 00:38:46
Is this FX intended to be included in Quakespasm, eventually ?
#14409 posted by killpixel on 2017/01/03 00:41:46
@khreathor - custom stuff currently running in quake/darkplaces.
@Barnak - Not that I know of. I'm not associated with the QS team, I don't even program :P
#14410 posted by Mugwump on 2017/01/03 13:19:11
Water sheet looks awesome, I wish we had something that good looking for waterfalls in Quake, to complement DP Pretty Water.
 Looks Really Sweet Killpixel!
#14411 posted by mjb on 2017/01/03 13:25:49
 Ruiner
#14412 posted by mjb on 2017/01/03 16:39:47
I have been working on and off on a map for AD since the middle of October. I originally planned to release it by the end of the year but RetroJam 6 got in the way (and totally fine with that!)
In order to keep the mojo going, here is a random WIP shot from the map. It is entitled Ruiner (ad_ruiner)
I really have no idea on the release date, but I hope to get beta testing going soonish!
http://www.quaketastic.com/files/screen_shots/ruiner.jpg
*Taken from not my desktop at home so the resolution is lower but meh!*
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