 @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.
 Looks Great Chillo!
#15341 posted by mjb on 2017/11/14 18:04:09
I wouldn't want to see those grunts down a dark corridor yikes!
 The Grunt's Eyes Remind Me
#15342 posted by spy on 2017/11/14 18:05:45
 @FifthElephant
#15343 posted by Chillo on 2017/11/15 16:55:40
I'm really enjoying doing the Quake remodeling right now, and it's helping me brush up on 3D art. I do have a whole list of original monster ideas that I plan to get to once this project is finished.
 Rarities
#15344 posted by madfox on 2017/11/16 20:43:02
Found an elephantalk monster.
 Which Instrument(s) Would This One Play?
#15345 posted by negke on 2017/11/16 21:54:59
It's like a Delek mutated by some kind of infestation.
 Ooh
#15346 posted by Qmaster on 2017/11/17 06:03:37
Whats that fro madfox?
 DJing On 6 Decks From The Look Of It.
#15347 posted by Shambler on 2017/11/17 12:35:03
Dj tentacle b2b2b2b2b dj tentacle.
 Elephant Talk
#15348 posted by madfox on 2017/11/17 18:54:24
What order does a quake monster have to be?
That was the question that came up to me.
Keeping in mind quake monsters are rather gaga and comick-like they do tend to a darker behaviour like creeping freaks.
My personal feeling is there could be any kind of creatures, at least as it is low poly, has a hazard potential danger, and does not meet the reasonable forms of civilized beings.
At least that's my opinion.
No problem with Bender, MrBig, or JackJazz.
It's just a temperary study in func_cloth function. Animation of secundary movements like swing & balance are rather hard and time consuming to attach by hand.
A "cloth_attach" is a computed weight counter, that gives the model its gravity forces. That way the tentacles move in a natural state, without adding all perticular states by hand.
So I took an OldOne look alike, turned it upside down and started to give it some random movements.
When finished it looks like an elelphant snail.
It has aptitude for music, moves like a starfish, like to puzzle cryptograms, and gives explanations for its behaviour.
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