Btw
#315 posted by
nitin on 2003/09/15 07:53:49
you should pimp it on the polycount boards.
Also On Polycount
#317 posted by
starbuck on 2003/09/15 08:16:30
http://www.planetquake.com/polycount/reviews/quake3/dragon/dragon.shtml
the Dragon Knight model for Q3....i hadnt seen it before, but its some seriously impressive modelling
Starbuck
#318 posted by
nitin on 2003/09/15 08:50:10
check out q4gladiator, q4hybrid and magdalena if you want some more impressive stuff.
Thanks
#319 posted by
starbuck on 2003/09/15 09:49:50
the Q4Gladiator looks particularly nicely formed... these skinners/modellers/animators/etc really must go through hell concentrating on one thing for so long!
.mdl
#320 posted by
Kell on 2003/09/15 14:05:44
Magdalena is the best, because - apart from the success of all the design elements within it - it's the only one that can be run on any machine for which Q3A was actually geared. I've seen dozens of images of the Dragonrider, but so far I can't offer an insightful opinion on the actual model because I have yet to find a machine that will load it in Q3 :P Same goes for the Gladiator.
Crusader ( with skinning by Rhorsach ) and Binky are also excellent for the more standard humanoid characters. And Lobo is the truest to his original comic book inspiration, with just the best custom sound :)
Rpgcb01
#321 posted by
R.P.G. on 2003/09/15 14:39:50
A never-released Cube map. I still may never release it. But at least now you have pretty pictures to look at.
http://rpg.spawnpoint.org/images/maps/rpgcb01_1big.jpg
http://rpg.spawnpoint.org/images/maps/rpgcb01_2big.jpg
Kell
#322 posted by
nitin on 2003/09/15 23:04:31
dragonknight actually takes up less memory than magdalena I think. I can run q4hybrid, q4gladiator, magdalena and dragonknight without any troubles on my p3733+gf2 (though obciously not all at the same time). I think all you have to do is set com_hunkmegs to 256.
Others worth checking out are bloodseeker, churchill, dark_knight, grimdemon, koollight, samjai, scurvy, rova, spacemarine40k & violator128.
This Title Is Empty.
#323 posted by
. on 2003/09/16 00:19:14
I'd like to see models photo-source their textures for more realism..
#324 posted by
Vodka on 2003/09/16 00:58:25
Id love to see photo-sourced texture for the like of magdalena :))
...
#326 posted by
starbuck on 2003/09/16 06:47:13
the hooligan model has a photoshopped skin.... it isnt too bad but its nothing special
Aren't There Photo Skins For Them Id People?
#327 posted by
cyBeAr on 2003/09/16 11:31:51
.
_________________________________________________________empty This
#329 posted by
. on 2003/09/16 18:09:28
Well, I can respect the skill of a nicely done Photoshop skin as long as it was entirely from scratch.. but photos always look better when conveying realism.
Well Duh
#330 posted by
nitin on 2003/09/16 19:28:13
but they dont always look right on a agame model. It's like photosourced textures, they look good till you import them into a game (with some exceptions of course). Plus, what speedy said, you cant photosource something if it doesnt exist and some of those models use something called imagination.
Well
#331 posted by
. on 2003/09/17 06:22:27
I was referring overall to the dragon model. You could find a variety of photos to use for that..
Yeah
#332 posted by
nitin on 2003/09/17 06:28:20
but some of the skins for it, darkhorizon's and shotgun's look spectacular as is. Also, I'm no skinner but the way the skinmaps work wouldnt you allocate more resolution to certain areas. Photosourcing wouldnt look right in some of those cases.
Latest Industri Screenshots
#333 posted by
Tigger-oN on 2003/09/29 06:46:24
I've put together 11 1600x1024 screenshots so people can see both the current state of industri and what can be done with the (still alpha) Tenebrae 2 Engine. The download is about 10 megs. Most of the shots in the download can be seen (at a 640x400 res) on the screenshots page.
direct link to download pack:
http://prdownloads.sourceforge.net/industri/ind1600x1024.zip
screenshots page:
http://industri.sourceforge.net/shots.php
main page:
http://industri.sourceforge.net/
Shot 2...
#334 posted by
Shambler on 2003/09/29 09:09:06
...with the shadow from the door....that is badass.
Can you post the other 2-3 shots in low res too please!
I Like...
#335 posted by
metlslime on 2003/09/29 13:06:37
the bottom one on the right, with the curved pipes.
Very Nice
#336 posted by
Wazat on 2003/09/29 14:31:38
When I first looked at the screenshots, it didn't look like Quake so I figured it was UT2003. Then I saw the monsters and realized it was indeed quake. Very nice!
I love the door picture Shambler mentioned. The glowing green slime looks pretty classy, and overall the architecture looks awesome. Well Done!
I Am Stupid
Tigger-ON superb looking screenies....
is tenebrae 2.0 still based on the quake 1 engine, or is it quake 3 based now?
Finally
#338 posted by
pushplay on 2003/09/29 19:53:59
I finally have an outlet for my fetish of shamblers in rubber suits.
Follow Up
#339 posted by
Tigger-oN on 2003/09/30 07:06:47
Glad people like the shots :]
re: missing shots. Try the following links:
http://industri.sourceforge.net/view.php?img=ind030927b2
http://industri.sourceforge.net/view.php?img=ind030927h2
http://industri.sourceforge.net/view.php?img=ind030927i2
re: is it quake or q3a? Its kind of a hybrid now. The BSP is in Q3A format but needs to be compiled with ydnar's q3map2. There is still a progs.dat and other quake legacy features.