AD Axe
#1519 posted by dwere on 2016/12/12 09:59:30
https://drive.google.com/open?id=0B9DxOfPvG2G1RDdoY0wtTzU5RW8
Changes: new hand, improved lighting, skin pixelings. The last one cost me the most time for the least amount of visible change, as always.
Source files are included. Ignore the hammer, it's unfinished. The stock id1 axe wasn't updated with the hand mesh and rigging improvements I made when molesting the AD axe, so it's a little obsolete.
I had to unmangle the original shadaxe from what the MDL format did to it, then the model was animated from scratch, and then it was mangled again during exporting => the shape might not be exactly like it was.
Since the hand that I made takes more space on the skin, I had to cut the second side of the blade. I could make the skin bigger, but I wanted its size to be power of two, and preferably not very ridiculous. I wanted to reinclude the second half for the pickup model, but I'm too tired after doing cruel and unusual things to 7 subtly different versions of the first half.
http://i.imgur.com/xdBH3Az.png
Dwere
#1520 posted by mjb on 2016/12/12 13:17:55
That looks amazing, I use all of your weapon mdl revamps so I am excited to check this out later!
#1521 posted by dwere on 2016/12/12 13:58:58
The hand still needs work, I think. It was supposed to be the main (or even the only) improvement, but got neglected in the end.
Thanks For The Models
#1522 posted by mjb on 2016/12/15 13:18:45
Dwere,
I want to let you know your SSG model is my favorite. Love the small details done there.
And to Skiffy,
Your HD shambler is irreplaceable and a must have whenever I reinstall quake anywhere. I hope you are still continuing with the vore work but I lost track of any updates/cancellations.
SSG Model
#1523 posted by dwere on 2016/12/15 13:21:35
Which one? I made two sets - one stock-ish, one completely different (lever-action).
Regardless, thanks for the kind words.
A Website
Needs to be made for all these cool models!
Wood
#1525 posted by mjb on 2016/12/15 14:24:15
The model with the subtle wooden details on the sides? At least I think it is wood!
Also that reminds me, I recall you talking about some animations or the like you use for Quake and shared them somewhere but I can't find where...
#1526 posted by dwere on 2016/12/15 14:37:52
This reminds me of the sock's updated SSG in AD (view model). Its forestock looks more like wood than the one on the original id model.
I like it, but it's not mine.
I made the 1.5 pickup model though, except the version that's present there is obsolete and I hate it.
Also that reminds me, I recall you talking about some animations or the like you use for Quake and shared them somewhere but I can't find where...
Not sure what those could be. Maybe someone else said it?
Wooden Metal
#1527 posted by mjb on 2016/12/15 15:15:03
Nope it's yours!
I just tested and compared with 1.5 and then adding your pak. I was mistaken, the brown "wood" is from the subtle brown reflection or what have you that the detailing on the sides gives (My favorite part)
But AD's is indeed wooden I do see that now.
-Hmm, I have no idea about my other question it was just an offering in a random thread...oh well!
Static Entitie
#1528 posted by madfox on 2016/12/19 04:20:19
I created a folder using a static model.
Therefore, a space with an additional block, in which there are two entities with their own skin.
The exterior is an animated sky texture space.
When I compile the directory without lighting, so good.
When I using light, the two models are suddenly the animated sky colored texture, not their own skin.
How can I avoid this, or doing wrong?
For Clearance
#1529 posted by madfox on 2016/12/19 07:23:46
Never encountered this effect before with light.exe.
Light
#1530 posted by Preach on 2016/12/19 08:39:51
Models take their light values from the surface directly below them. Even though a sky texture is always drawn at the same brightness, that doesn't give it a light level automatically. Replace the sky brush on the bottom of the map with a normal solid brush, add some lights until it is lit correctly and the models look OK, then place a thin sky brush on top of it to restore the appearance.
Dark Matter
#1531 posted by madfox on 2016/12/19 09:50:09
I placed lights right under the info_static, but for some reason these only give a dim glow.
Covering the bottom brush seem to give the light a chance, but as it's such a large distance, I found my skill with the sky light in worldspan.
Thanks for the hint, Preach!
starlog
Model Qc Help
#1532 posted by madfox on 2017/01/07 14:37:29
I've been modelling quiet some time now for Quake1 models, but there's one thing that keeps on erratum.
After creating my model frames according their position, and adding the corresponding qc in game the model refuses to die.
The first hits relate with blood gibs, but after three shots the model just animates on, without dying.
model
Missing Parts
#1533 posted by Preach on 2017/01/07 18:56:49
The error is in wocat_die, and it's something that the function is missing. Compare it line by line to shalrath_die and see what is missing in your function.
Yes
#1534 posted by madfox on 2017/01/08 00:57:00
forget statement, me donkey.
Argueing A Static
#1535 posted by madfox on 2017/07/13 11:17:58
To change a func's ability can be easy done with target & targetnames.
What if I want to change the ability of a static entity?
I can't use the target arguments in game as it is a static.
So if there were four kind of animation frames, how would I add a qc, that defines the static entity for its specific argues in game?
So I could use the certain animations from one entity by togling?
Or does a static stays a static, except killframed.
Changing Behaviour
#1536 posted by Preach on 2017/07/13 23:00:28
When you make an entity static, you are giving up the ability to change it in any way. You can't even killtarget it!
But with the right QC code you can make a model appear without needing it to be static. Most entities in the game have models and are not static entities. For example, if you make a map in Quoth and add a mapobject_custom, you can see that it does most of what you need it to do. If you trigger it, the model will switch from frame 0 to frame 1. Trigger it again and it goes back to 0. If you killtarget it then it will disappear.
The QuakeC code for this entity is really simple, it's basically copying the code for func_wall and func_wall_use then deleting the lines that make it solid.
To go from 2 frames to 4 frame, the difficult part is planning how you want it to work. Can the mapper decide which frame should appear next each time they trigger it, or do the 4 frames always cycle round in the same sequence? When you have a clear plan of what you want out of the entity, I can help with the coding parts.
Arcane Dimensions/Forgotten Sepulcher?
#1537 posted by Berzerk on 2017/07/22 19:43:15
Is it possible to use some of dwere's new weapon models (for example the shotgun) in Arcane Dimensions and The Forgotten Sepulcher?
Didn't Sock Actually Use Them?
#1538 posted by Mugwump on 2017/07/22 19:56:14
Gamma Value Test For Mapping
#1539 posted by xlarve on 2017/07/23 09:44:20
I making and testing map with gamma 0.75 in quake. Thinking i have some dark places and more middle-dark places.What gamma do you play and is the recommended value of gamma?
tnx
Gamma 1
...for me. Open Quake's Start map (start.bsp) and compare your map to it's lighting. That's how I tell id things are too dark.
Tnx
#1541 posted by anonymous user on 2017/07/23 14:15:17
interesting thing... me too comparison my map with enter map and other originals q1 maps
#1542 posted by Mugwump on 2017/07/23 16:11:50
gamma 0.75
Uh, why? Gamma is not something you want to mess with as a mapper: your map will look good to you but too bright to everybody else.
#1543 posted by Mugwump on 2017/07/23 16:52:45
because i like gamma 0.75, but you not answer for deal.
|