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
Ah
#16409 posted by madfox on 2020/05/11 05:11:19
stupid, it's sealed.
That Looks Very Cool.
#16410 posted by Shambler on 2020/05/11 09:35:36
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.
Sure!
#16420 posted by madfox on 2020/05/13 21:04:28
I could make a debris causing it in or outwards.
I did it this way because I want to use it on both sides.
You are right saying it is relevant, but do you see much errors except the scrambled skin file ?
#16421 posted by metlslime on 2020/05/13 21:07:50
madfox: It's only a polish thing. The physics simulated pieces in your current animation are impressive looking, but it will be less impressive if they pass through the surrounding wall geometry without reacting to it.
This is already above the quality bar expected by quake players in terms of breakable objects.
True
#16422 posted by madfox on 2020/05/13 21:46:57
Tracing my workaround I see myself with an idea. The first window was a catch, but had a bit lame appearance. That's how I window would act when beaten by an axe. Then I to get through of it, and have the look of a grenade explosion.
After making the right setup I was able to get a real explosion blast. By then I was so surprised a bit attention lost my intrest in doing better.
Trimmed
#16423 posted by madfox on 2020/05/13 23:53:04
exa
exb
Now how to make the impact two staged,
first the glass then the henge.
:P
Much Better
#16424 posted by Kinn on 2020/05/13 23:57:49
Checkoff
#16425 posted by madfox on 2020/05/14 00:15:27
winsmash0
The winmash.mdl is the "borderlined" one.
I Like SoulsBorne Quake?
#16426 posted by Redfield on 2020/05/18 22:50:39
I've been most preoccupied lately, but here is about 6 months or so of stuff I threw together. A lot of stuff used: Blender, XNormals, InstantMeshes, OBJtomap and of course Trenchbroom.
Art Gallery
Right On Spot
#16427 posted by madfox on 2020/05/19 03:13:45
That makes an Ogre feel awfull low textured!
Great work, got shivers of cold.
Especialy the figurine, almost too real.
Amazing
#16428 posted by Orl on 2020/05/19 05:18:25
Redfield, those screenshots are terrific. As a big fan of the Souls series myself and Bloodborne, you nailed the aesthetic perfectly. The inside of that Cathedral is awesome, and so are all the models. And the model of Lady Maria is so friggin good, god.
If you need any beta testing, please I insist.
And we can't neglect Madfox's smashing windows :)
Thanks
#16429 posted by Redfield on 2020/05/20 00:15:16
I've not had the time to accomplish a lot since this whole season of unpleasantness began, as I've been really busy.
Another issue is I'm using the AD code base so its not a s straightforward as it would be to come up with solutions to some of the problems I've had with the code.
I will contact you for help when things have progressed a little further though.
Escape From Quakertraz
#16430 posted by Stylaphone on 2020/05/24 15:45:45
Hey guys, would love some of you peeps to give my map a try. It's the first one I have made but it's getting some good compliments over at the quake speedrunning discord, which i'm a part of. I think you guys might really like it. hopefully lol
Give it a look. There are screen shots in the .zip too so you can get a taste before trying :)
File download:
https://drive.google.com/open?id=1r5OXyKrxuL-OuDbVblx9iefHvWoBCA-e
Stylaphone
#16431 posted by Barnak on 2020/05/26 20:52:07
I've tried your map-beta.
I like very much all the original details (cameras on ceiling, broken buttons, tools, etc). I laughed at the squared cigarets on a table.
But here are my critics:
1. The start map lacks a nightmare entrance.
2. Many doors of the main map are too crude or doesn't look like doors.
3. The rocky natural parts are too "squared", especially the exterior parts near the end. Need more debris, smaller rocks and cracks or something there.
4. level was too easy, not enough assholes to squash (especially in nightmare mode).
I suggest that you make this an AD level (with some of the new monsters).
Some parts could be breakable...
Barnak
#16432 posted by Stylaphone on 2020/05/27 11:51:55
Thank you for the feedback Barnak 👍 very helpfull and I'm glad you liked it :)
Is it possible to convert it to an AD map this far down the line? How would I do that?
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