Looks Great Neggers.
#16396 posted by
Shambler on 2020/05/02 10:44:56
Just needs a proper skybox, some fog, and nice coloured lights.
#16398 posted by
lpowell on 2020/05/04 01:24:56
Also does anyone know what map has a "bloodfall" texture? I think I recall playing a map that had one but I can't remember what map.
Jam3 Has Bloodfalls
#16400 posted by
mfx on 2020/05/04 11:55:59
#16402 posted by
Drew on 2020/05/06 02:07:06
ps Bal shit is as inspiring/dispiriting as ever.
Love the pointers and hints marbled in with the brainbreaking detail shots.
Negke - yes please! Some of my favourites from you are in this vein. Hope to get to play eventually. I'll even record a demo! (will probably record it in quoth though, full disclosure)
Shambler - you've been oddly quiet on the map front as of late! Here's hoping you release something with a proper skybox, some fog and nice coloured lights some time soon
Drew
#16403 posted by
Shambler on 2020/05/06 18:32:35
Thanks for the encouragement, I haven't been mapping nor playing Quake though, I've been catching up on other games, and painting:
https://teamshambler.blogspot.com/
@Qmaster
#16404 posted by
yhe1 on 2020/05/07 03:49:02
@Qmaster, are you still working on the keep mod?
Put The Jump Boots In The Keep Mod
#16407 posted by
lpowell on 2020/05/07 04:03:09
Stained Glass
#16408 posted by
madfox on 2020/05/11 05:10:16
Finally a way to blast the window and get way through the pew!
tiffany
Maybe A Grenadelauncher..,
#16411 posted by
madfox on 2020/05/13 02:20:31
Not To...
#16412 posted by
Kinn on 2020/05/13 11:55:44
...be a downer, but is that window intended to be used in places where a solid wall would exist underneath it?
Unreal? In My Quake 1?
#16413 posted by
Danz on 2020/05/13 16:57:19
Screenshot
Using Hourences' converted icy skaarjtech textures from Xidia Gold.
Indeed
#16414 posted by
madfox on 2020/05/13 17:06:42
Presuming it would be on 64 units height would give a natural look. It is always possible to lower the gibs of the underlying debris.
It is made as a static_debris using "newton force", that makes it possible to ruin every object in an exploding act so al components make a real advantage use of the gravity they depend on.
I made it a second time, as the first one didn't give enough space to crawl through. Now I'm left with a ruined scrambled skin.
As You Can
#16415 posted by
madfox on 2020/05/13 17:47:23
see
These are both static_debris with the original as reference. I used the HR tga windows0_1 skin file, so it might look a bit pale.
Now it has ruined my qc knowledge how to toggle it on and off for use as breakable and how to correkt the skin file.
&
#16416 posted by
madfox on 2020/05/13 18:15:03
as this is the beta thread..,
here you can find both files.
If someone can clear up my qc settings I would explode it!
What Kinn Said...
#16417 posted by
metlslime on 2020/05/13 20:10:25
it looks like half the debris will end up inside the wall.
Yes
#16418 posted by
madfox on 2020/05/13 20:45:24
I know. The first one with the falling glass ends nice upon one side, but won't leave space to get through.
The exploding one will leave debris in the wall, but I don't think that's relevant taking in mind that there are fifty scattered objects. They do fall both sides, are penetrable. I made the bouncing box just high enough to jump over.
My god, I start excusing my glass assurance!:P
#16419 posted by
Kinn on 2020/05/13 20:56:01
The exploding one will leave debris in the wall, but I don't think that's relevant taking in mind that there are fifty scattered objects
I'd say it's very relevant. Just tweak the direction of the force in your simulation to throw them clear. Should be a trivial fix.