Than
Yeah, I'll be posting mine with your stuff added soon -- it also includes a slew of Asaki's stuff and some big door textures gibbie did.
Teh Latest.
http://biff.leveldesign.org/files/idbase_ultimate.zip
Added the latest from than, notoriousray, gibbie, asaki and myself (the cute little "skill" textures). Deleted the Myrmidon and Daedalus specific tex I had in there, since they were taking up nameplaces that can be covered otherwise in the future. Hopefully this will be the start towards less confusion with base textures...
Don't Eat My Mislignements... You Func_nickname
#303 posted by madfox on 2006/09/26 20:46:23
I really typed that!
My newboss works, now I'm trying Shalrat to ovulate eggs with vorebabes.
Can these changed progs become a collective dat?
http://members.home.nl/gimli/quake47.jpg
More Glass Stuff
#304 posted by than on 2006/09/26 20:52:58
I made a little tutorial on making glass last night, but whilst I was doing it, I found that I could not replicate the effects in my main map, and just suffered the same problems as everyone else. I don't know why there it won't work in a simple map, but works in a much more complicated level. Oh well.
So I continued the tutorial using another method and wrote a little text file trying to explain it. Here: http://than.leveldesign.org/files/glassTest.zip
There are two levels included and both are very similar. The second one uses a simple method for doing water and glass together that is practically fool proof, and the first one uses the original method but with the exception that I couldn't get the skip texture to work on the water brush so I left it as water. Here is another shot of my map to show how it should look (looks like all the other shots :) http://than.leveldesign.org/files/basepack_s04.jpg
Anyway, I hope this helps someone, but I also hope we don't get tons of people using this effect in their basepack maps because I wanted mine to stand out as being a cool flooded level.
Biff: cheers for the textures, I will compare it to my wad tonight (that sounds deviant somehow) and replace textures in my map with any that are missing.
I think that when the pack is about done (mid-december) we should get all the idbase levels together and make any missing high res textures so that the pack is (partially, as it would only be idbase maps) compatible with Starbuck's textures... If you aren't already checking your map with his textures as you go, of course!
Than
#305 posted by JPL on 2006/09/27 00:46:35
Thank you: I will read the tutorial, and check the map file very carefully this evening. You rock !
Than
#306 posted by negke on 2006/09/27 00:58:23
to answer your question from #282:
to stop trigger-windows from bleeding, simply let them be fired by a trigger_once the player touches when he spawns.
#307 posted by Trinca on 2006/09/27 01:35:31
another important stuff!!! who will join all maps toguether for release???
i vote for Kell since he have experience on it :) and since Quoth mod is work from him!
#308 posted by Trinca on 2006/09/27 01:47:01
biff nice pack it were some textures missing :\ i hadd to add some more again... from last link i gave in this forum! file is 8464 kb now :) omg so many textures... i will have to make another base map after this one...
#309 posted by Trinca on 2006/09/27 02:48:40
fuck!!! biff your .wad still crash my Quark... :( i think u got some texture that fuckup my Quark :(
#310 posted by Trinca on 2006/09/27 03:40:17
grrrrrrrrrrrrrrrr last than version is crashing my Quark also :| fuck i didn�t made any backup of last wad :((((((((((((((((((((
#311 posted by Trinca on 2006/09/27 07:03:58
holy fuck! after 1 fucking wast of hour..."could be mapping..." found the texture that crash Quark :\ is those imitacion of health :( now is solved and i can start using all of those sexy textures :) thks Than and Biff for most base sexy textures ever!!!
Trinca
#312 posted by madfox on 2006/09/27 11:31:36
you can easily extract your lost wadfile by opening an earlier version of your bsp in Quark.
#313 posted by Trinca on 2006/09/27 11:49:42
i now Madfox but my old one was much bigguer :) :p dont u use mirc Madfox? come one of these days to #terrafusion in quakenet
Merging Levels??
#314 posted by than on 2006/09/27 20:40:58
Trinca: we aren't merging the levels together, but there was the idea of having the theme of each level apparent from its entrance in the start map.
#315 posted by Trinca on 2006/09/28 01:14:28
merging level i think is something that need many time :\ becouse of gameplay isues! i think if anybody make a small start map that close the door after that level is finish could be nice!!! i think the map of phait PH8dm2 could give a nice start map :\ if he dont mind since he ofered the .map file! someone expirient could make the map for start easaly!
#316 posted by Kell on 2006/09/28 01:58:59
By the way, did we agree on some mapping standards. Everyone is mapping for Quoth, right?
Heads up. Headthump and I are working on the Quoth base content. We are planning to include the blue and yellow ( plasma and flamethrower ) enforcers, though haven't started on them yet, a flashlight, and edie. Plus breakables, force fields and a couple of new explodebox types.
It's going to take us time to get through it all, and there are still things we need someone to do: sounds and animations. If you want this content for the base pack, some allowance is going to have to be made to incorporate it into your maps before you finish them. I wish we could go faster, but we're doing the best we can atm.
than: stonking shots, as always :)
#317 posted by Trinca on 2006/09/28 02:22:28
u already did so much for this small comunity Kell :) THKS! i think everybody is making there maps for Quoth! i�m already adding monsters :) but since 2 new one will apear i will replace then easaly in map! i like to map and add monster�s at same time! but after i finish all layout.
#318 posted by Trinca on 2006/09/28 02:40:16
but after i finish all layout i will fix all the rooms to detail as more as possible!
sorry pressed enter before finish my sentence in last post :\
Kell, Necros, Headthump, Trinca... EVERYONE..
#319 posted by than on 2006/09/28 04:05:45
I love you all. Seriously. The Quake community still rocks.
*sniff*
Anyway, back on topic. I was wondering if there was a possibility of enhanced func_trains. Basically, I was thinking of a trigger_relay style trigger entity that can set the destination of a func_train so that you can have them start and stop and move to different floors. I've no idea how difficult this would be to implement, but it sounds fairly trivial.
Also, Kell, how do you make your monsters? Are you using QMe entirely? I've seen preaches GMax tutorial, but really I want to be able to whip stuff up in Maya 6/6.5 or Max 7 and export it to Quake, but understandably there don't seem to be any exporters. I'm in awe that you created such fantastic models in QMe but do you know of any way of doing what I want so that I can contribute something for possible inclusion? (else I'll just make a separate monster and release it with a new version of dm3rmx or apsp1).
BTW, Kell, if you can give us a few more details about how the new enemies are planned to work etc. then we could plan out our use of them and just slot them in fairly easily when the time comes (I would hope!)
Cells...
#320 posted by than on 2006/09/28 04:12:57
Ok, so the lightning gun and plasma rifle are both f**king powerful weapons. Enforcers are great base monsters and we are all probably going to have a lot in our maps.
I'll cut to the chase. Does anyone else think that the number of cells in enforcer backpacks should be reduced to 2 or 3 instead of 5 to avoid the problems with cell abundancy that dm3rmx suffered from (even though there were no cell ammo boxes)? Maybe it's ok, but with a tanked up lg or (to a lesser extent because it fires projectiles) plasma gun, there is a lot less panic and fear in any fight because those weapons are so powerful.
Any comments. Kell?
Hooray For Forcefields!
#321 posted by Text_Fish on 2006/09/28 04:13:24
They're pretty much vital to my map design, so thankyou. Will they be similar to the sort I've seen in other mods? I.E. A wall of coloured particles. If so I assume they'll be implemented in a similar fashion?
The Func_train Thing I Mentioned... (+another Idea)
#322 posted by than on 2006/09/28 04:28:25
I was thinking the trigger's target would always be the name of the func_train you wanted to affect, and it would have another key set to the targetname of the destination path_corner you wanted to send the train to. Give it a delay key too, so you needn't also use a relay to set delay, and it's all good :)
The func_train would obviously need to be modified to handle this stuff, but would otherwise behave exactly the same as before if the mapper wasn't using this trigger.
Additionally, it would be nice if path corners could set the speed of the train OR if the trigger could set the speed. Also, changing the sound the train uses with the trigger would be a cool effect. It would certainly open the doors to all kinds of crazy elevator mechanics etc.
target cycling triggers would also be AWESOME. One trigger fires target1, the second trigger fires target2, the third target3 etc. Upon reaching a specified number the trigger could reset to the first target or stop firing its targets.
Dunno why I didn't think of these things earlier. They seem simple to put in, and would have a lot of possible uses, but I don't know how simple they really would be.
Also, this is a bit off topic, since it would be nice for my non-base Quoth map... any chance of a lavaball and/or cthon fireball (for massive damage) shooter type?
I'm just greedy, aren't I? Sorry :(
Cells Idea And Modelling With Max
#323 posted by Preach on 2006/09/28 05:39:20
Perhaps a possible fix to the abundance of cells which power nasty weapons is to give the player a low level weapon that consumes cells early in the map, and make sure they need to use it if they don't want ammo to end up too tight. The best example I can think of is giving the player a copy of the regular enforcer blaster, that takes one cell to fire two laser bolts. This does the same damage per cell as the lightning gun, but at a much reduced rate and not hitscan, so it's basically a shotgun/nailgun level weapon.
To than, I'd suggest you grab a copy of this MD3 export plugin.
http://pages.videotron.com/browser/Downloads/3d_max/plugins/Max6ExportMD3.zip
It says max6, and I've got no way of testing this, but I believe that it should also work in max 7. With this you can use the same pipeline as the tutorials I posted, export the finished Md3 from Max, and convert it to mdl with Quark. I really recommend this route as Quark is the only tool I know that does proper UV maps for mdl format. It might be possible to do the same for maya if there's an md3 exporter for it.
Hey Than,
#324 posted by HeadThump on 2006/09/28 14:27:32
Kell is the ultimate arbitrator of what goes into the QuakeC and what doesn't fit the Quoth design, but I thought I would mention we have talked about the addtion of some of the entity types from Peroxide's Extras mod and among the new functions train ones similar to the what you have elaborated.
Thnks for da Luv.
The Word Of The Day Is
#325 posted by HeadThump on 2006/09/28 14:30:35
'are' as in 'among the new functions are train ones . . .'
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