@former_total_newbie
#15316 posted by Chillo on 2017/10/30 23:32:06
I really like his shambler, I just think he should redo the rest of the monsters to follow suit. Until then, it is incredibly out of place.
@Chillo
#15317 posted by damage_inc on 2017/10/31 01:31:28
Very nice faithful remake, good job.
My only question is, why is this enforcer so "jiggily"? Standing still in E2M1 he resembles a bowl of jello!!
Much more dramatic than stock models. Is this a Quake .mdl format limitation/issue? The higher the poly's the higher the drifts?
Enforcer
#15318 posted by madfox on 2017/10/31 06:07:36
Good model Chillo!
It's a bit rougher than the original, as it comes out to be more solid.
I miss the gunflare.
Qmle has a poor grid (512x512?).
When scaling a model down to get it fit in qmle, it often has given me a jiggled size. Then I tried to start them the right size, so small movements don't get scattered.
@Esrael
#15319 posted by spy on 2017/10/31 14:43:26
Thank you for the tips and demos
Jell-o
#15320 posted by Chillo on 2017/10/31 17:14:44
Yes, there appears to be some jiggling (Seinfeld reference).
I may need to rework the model completely. It wouldn't be too big of a deal. Right now, I'm remaking the fiend, and making sure the vertex wobbling doesn't occur any worse than the original model.
If that model comes out looking solid, I'll apply that technique to redoing the enforcer.
Thank you all for the support and suggestions!
#15321 posted by killpixel on 2017/11/03 02:59:28
Apart From The Skating.
#15322 posted by Shambler on 2017/11/03 10:08:23
That is cool as usual :)
Love It
#15323 posted by Redfield on 2017/11/03 10:13:58
That shotgun reload is very smooth. Great stuff:)
@killpixel
Agree with Shambler about the skating... loving each update. Cannot wait for this.
Glad You Guys Dig It
#15325 posted by anonymous user on 2017/11/03 19:54:39
skating
I'm using func_train for lighting tests. feet will get dialed in when working on the actually entity.
Cannot wait for this.
you and me both!
BETA: The Dreaded Dreadbase Of Dread
#15326 posted by SavageX on 2017/11/03 21:36:59
Hi there,
some time ago I wrote a tool to mass-convert directories with textures to Quake .wad files (https://github.com/maikmerten/QuakeTextureTool). One of the texture sets I applied this to were the textures from FreeDoom.
Clearly, I had to try these textures in a map.
The result (I still consider this unfinished, but playable - a *beta*) is "The dreaded dreadbase of dread". This is my first Quake map, so I'm not sure if it is a) somewhat fun and b) if the difficulty is roughly okay. I can breeze through this thing quite easily, but then again this map offers no surprises for me.
Screens:
http://maikmerten.de/base1/base1-1.jpg
http://maikmerten.de/base1/base1-2.jpg
http://maikmerten.de/base1/base1-3.jpg
http://maikmerten.de/base1/base1-4.jpg
Download:
http://maikmerten.de/base1/base1.zip
(Includes sources, the .bsp and .lit).
I'd be interested to know if this is something that can be salvaged into an enjoyable map.
SavageX
@SavageX
For the most part I do like the textures. I am kind of a wad fiend so will look at them in more detail.
The map was fun and very good for a first map.I must say it's probably too easy on Skill 1 because I am a pretty crappy player as you can see if you ever watch any demos. I was playing this at work with a trackball so sorry for the herky-jerky movement. I was playing very cautiously so I only died once. 2 demos here:
https://www.dropbox.com/s/6ugey07slx60gvq/base1_dumptruck.zip?dl=0
I gave you some notes in the demo but I want to add that i think there are too many crates. This is a very doom-y map - and that's fine but add some interesting details to your base. Also the stairs are kinda bland at the moment. Maybe some side with interesting textures and such.
Play Arcane Dimensions: Critical Error map for the pinnacle of base map design. (IMO) It may be some inspiration for you. Here's a 'tube but I recommend it. Fun, crazy map.
https://www.youtube.com/watch?v=UFhUSsa12Es&ab_channel=WhamNinjaMolehill
Congrats and make sure and update us on the next version or final.
@SavageX
Sorry. I just happened to notice the link above was a shortcut to the demo zip. Here's the correct zip file with my demos for your base1 map.
https://www.dropbox.com/s/6ugey07slx60gvq/base1_dumptruck.zip?dl=0
@dumptruck
#15329 posted by SavageX on 2017/11/04 08:20:22
Wow, thanks a lot for your playthrough and demos! This is extremely helpful!
I agree on the crates - a cheap way to fill room without clear purpose since 1993. I need to reduce the overall count of those...
I hope freedoom.wad is useful - all credit to the FreeDoom texture artists, of course!
@SavageX
No worries. That's what func is all about.
#15331 posted by mankrip on 2017/11/04 17:56:55
#15332 posted by metlslime on 2017/11/04 22:16:03
not fair using a replacement grunt model to make your engine look better :)
#15333 posted by mankrip on 2017/11/05 00:11:00
Ha! Retroquad's MDL renderer still sucks anyway.
Besides, better is subjective. I'm sure a fair number of people will think my engine is just weird.
#15334 posted by mankrip on 2017/11/05 05:24:32
Also, what I actually wanted to write instead of the parenthesis was "Quakespasm screenshot for reference", to tell which engine was the hardware-accelerated screenshot from, but Twitter's 140 character limit wouldn't allow. It wasn't my intention to sound unkind or to be unfair.
By the way, IIRC I've put all replacement models into a pak11.pak file, but most engines won't load non-sequential .pak files. Either that, or that model is in the test mod dir which I use to test Retroquad.
The map isn't exactly the same either, the one in the Retroquad screenshots was recompiled with lit water. That's also why the shadow in the ceiling above the stairs is smoother.
Cool
#15335 posted by ericw on 2017/11/05 06:02:11
is it different than quakespasm/MarkV's "contrast" cvar? (I'm not sure how it's implemented in MarkV, but in Quakespasm contrast is just a multiplier applied to the framebuffer; every R/G/B value is multiplied by the value of "contrast", has gamma applied to it, then is clamped at 255. Pretty sure the output is the same as MarkV.) I'm guessing from the "pal_" cvar name, you're manipulating the palette.
I think features like this are great for playing on laptops / under non-ideal lighting. Turning up "gamma" very far just results in a grey washed out mess.
Shots Look Pretty Good
#15336 posted by Drew on 2017/11/05 17:37:29
a bit plain, sparse etc but I like the general vibe. Would recommend being careful with the coloured lighting.
New Grunt Model
#15337 posted by Chillo on 2017/11/14 08:21:11
I Like!
#15338 posted by starbuck on 2017/11/14 10:32:52
especially like the more gaunt look with the skinnier arms - like he's shrunk as he became zombified and now the armour is too big for him.
Chillo
I think it's cool that you're working on redoing some Quake models. Would be interesting to see some unique creations rather than recreations.
Finally They're Equipped With Shotguns!
#15340 posted by Esrael on 2017/11/14 17:44:17
Liking the emaciated looking grunt model! Also, actually seeing the corrupted soldier wear a measly shotgun instead of the futuristic looking rifle of the vanilla model really adds to the picture of the soldier having become more or less a brain-dead zombie.
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