#15095 posted by khreathor on 2017/08/02 06:42:51
I think it's WH40k terminator :D
Yep
#15096 posted by Mugwump on 2017/08/02 07:25:38
You can totally see the original model is from Warhammer. Your textures (I assume you did the texturing yourself) give it a completely different feel, though, much more quakey.
Chapter Honour
#15097 posted by Preach on 2017/08/02 08:25:16
Back when I first got into Quake I played a lot of a mod called Chapter Honour, which recreated 40k 2nd edition in the engine. It was a really weird idea actually, you had the movement mechanics of a normal FPS but the combat resolution was all random dice rolls according to the tabletop game rules. But it had all the space marine models including a low poly terminator:
https://tomeofpreach.files.wordpress.com/2017/08/termie.jpg
This is actually one of the earliest skins I ever did for quake, although I didn't make the mesh.
Nice Preach!
#15098 posted by Mugwump on 2017/08/02 12:47:09
Tried to find out if the mod was still available somewhere. Is this it?
I found it on a site dedicated to... the Amiga!
Yup
#15099 posted by Preach on 2017/08/03 00:19:28
That's the one. Worth noting that although you can play it in single player it's supposed to be a multiplayer game, and there aren't any bots so it might be a bit tricky to really experience it.
Also you won't really have any of the maps - although I still do have a folder with some of the more popular ones - I can upload if there's interest. They are real products of their time though - it would be generous to suggest that they are stylised representations of the appearance of wargaming terrain...
Ah, I Don't Play DM...
#15100 posted by Mugwump on 2017/08/03 01:02:55
But I guess some might be interested.
I'm Terminated
#15101 posted by madfox on 2017/08/03 03:38:53
That looks good, Preach. Really a fine skin tex.
It took me days to color the thing.
No plans to use the mesh for a Q1 entity?
I watched the gif files on the site, after I had animated them.
Then I reminded I forgot it's mighty hand swing.
Another strange thing is, that when I visited the site a few years ago,
the downloads were 3ds.
Now it are replacements one can use to update the game.
So it is Warhammer.., mugwmp.
I had the idea it was something like Command&Conqerer. Funny to see such a hughe monster change to such a tiny piece on the board.
Screenshots From Upcoming Quake 2 SP-maps Here!
#15102 posted by quakeulf on 2017/08/03 11:15:50
As I am working on a new SP-unit for Quake 2 in time for its 20th anniversary, you can if you want see some of the screenshots from it here:
https://colonthreeenterprises.tumblr.com/tagged/quake2
Looking Good!
#15103 posted by Mugwump on 2017/08/03 11:31:44
Not sure how torches fit in the über technological world of Q2 though. At any rate, the flame looks a bit too orange and lacks brightness at the bottom. Points for effort.
What If...
#15104 posted by quakeulf on 2017/08/03 11:37:59
Quake was the sequel to Quake 2?
Very Impressive
Wow, nice work, quakeulf! Looks surprisingly and impressively Quake-ey for Q2.
This and Citadel make me want to get Q2 up and running again...
@Quakeulf
There's nothing wrong with torches in a cave. Ignore Mug on this one.
@Quakeulf
There's nothing wrong with torches in a cave. Ignore Mug on this one.
Am I Not Right About The Flame, Though?
#15108 posted by Mugwump on 2017/08/03 18:45:09
#15109 posted by Drew on 2017/08/04 04:10:14
flames look good
other shots look fucking awesome
I Agree With Mugwump On Both Points.
#15110 posted by negke on 2017/08/04 09:41:56
The skin looks a bit too simple and comicy, needs some darker ("vertical") parts like the Quake flames.
Id Textures Only
#15111 posted by quakeulf on 2017/08/07 13:58:55
Since I am making use of only Quake 2's internal textures for this to make it as vaniller as possible (meaning you don't have to do anything except for putting the maps in the "maps"-folder and start the game by typing in the mapname or click the shortcut), I have had to make the most out of what is already there.
If anyone can point me to a better texture let me know.
#15111
I think it's really cool precisely for that reason.
@Quakeulf
Fires have different characteristics depending on a bunch of factors. There must be large concentrations of Calcium Chloride in the atmosphere on Stroggos!
https://en.wikipedia.org/wiki/Colored_fire
Go with your vanilla textures. I think you're smart to make this as accessible as possible to a great many owners of the game.
Temple Of The Moon
#15114 posted by Redfield on 2017/08/08 03:34:58
Here is a new screen from my AD map Paradise Sickness:
http://imgur.com/vCdP9Ee
There is a lighting issue that maybe you can spot: The pillar on the right is both a detail brush, with the upper portion being a breakable designed to shatter. The lighting seems to split exactly where the detail brush and breakable meet. The breakable works fine but the lighting is wonky. Can anything be done? Should I make the lower portion a breakable that is immune to damage maybe? In this case why does the breakable appear "darker" than the detail brush?
Any help appreciated, thanks!
Hmm
#15115 posted by ericw on 2017/08/08 04:04:29
I'm not sure what's causing that, could be a bug in the light tool.
One thing you can try is set "_shadow" "-1" on both the func_detail and func_breakable to stop them from casting shadows, in case the func_detail is casting a shadow on the func_breakable somehow.
Another option is to change the solid part of the pillar into a func_wall and set "_shadowworldonly" "1" on both the func_wall and func_breakable, this will make both parts still cast shadows, but only on the world (not each other). This is a new key in the 0.15.10 version of my tools
#15116 posted by negke on 2017/08/11 23:46:07
Note that "_shadow" "-1" only works if the map is compiled with tyrqbsp_ericw 0.15.10 unfortunately.
Smooth Pillars
#15117 posted by Redfield on 2017/08/12 02:03:40
@negke - Yup, I posted this over to the tyrutils thread and ericw and Spike helped me out with this lighting anomaly. I have the new 0.15.10 and it seemed the breakable was being lit differently than the detail pillar because of the way the phong shading was applied.
Because the pillar cracks in half at an angle the pillar end is not flat and apparently this made the phong shading act wonky. But by reducing the_phong_angle to about 45 the shading smooths out and the func_breakable and pillar are lit better. The strange effect is still there, but almost impossible to notice. Smooth like... a woman's legs. The only way I could get the pillar and breakable to light exactly the same was take off phong shading completely, but that is not desirable.
I will point out that I had some other little breakables on the pillars that were strangely shaped, very thin slices, that would break off like Hollywood squibs in a matrix scene. I could not get these to light correctly at all, even with adjustments to _phong_angle. I'm not sure what can be done, but I suggest keeping breakables on 12 sided pillars as simple large chunks with a flat end.
Redfield
This One Will Be Interesting To Animate...
#15118 posted by killpixel on 2017/08/15 01:05:12
started this guy last night
quick mockup sculpt before committing
modeling is slowly getting easier. maybe someday it will actually be fun :/
@killpixel
Niiice. Alreading looking great at this early stage.
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