#376 posted by sock on 2013/07/30 13:15:52
using fence/alphamasked textures will at least still run in any engine. if anything the use of the feature will encourage its adoption - so long as the engine is still maintained
It would be awesome if QS/MarkV could support this feature, it would be a step in the right direction for mappers. :)
@nitin, the top is a large metal frame around a hanging grate (recently added). It should make more sense from above because that is where the player is coming from.
@ijed, yeah rock4_1 is an awesome texture, I will give that a try.
Sock
#377 posted by nitin on 2013/07/30 14:28:07
ok I see what you mean. I thought the map was going to be set inside and that was like a 'viewing window' opening.
MarkV
#378 posted by Spike on 2013/07/31 09:22:30
Just looked at the code. MarkV does already have fence texture support. So no excuses. :P
I Told You So.
It supports masked textures. You just name it with an open curly brace like in RMQ.
It doesn't support it on anything other than bsp though. I use it on brush entities (so you could make cobwebs and stuff for example).
What I Want ...
#380 posted by sock on 2013/08/01 21:05:53
I don't think anyone understand what I am after. I want a model to have an alpha mask/texture, I am not interested in alpha texture for brushwork or sprites. Organic vegetation is really about models and the ability to have gradually faded edges.
Yeah I Understood
what you meant. If any engines support it on quake .mdl files then I have no idea which ones do. It would be great if they did though, foliage would be brilliant and you could make animated torn up flags like they have in Quake 3.
Done!
#382 posted by ijed on 2013/08/02 14:47:54
#383 posted by Spirit on 2013/08/02 16:07:19
That's "just" sprites again :P
XL
#384 posted by ijed on 2013/08/02 16:14:51
Mdl Support
#385 posted by Preach on 2013/08/03 11:14:43
Can you not just apply an external tga skin with an alpha channel to get selective transparency on a .mdl? Or have you tried that and had sorting issues occur?
#386 posted by necros on 2013/08/03 15:28:16
Don't forget fq doesn't support external skins.
Latest Progress
#387 posted by sock on 2013/08/04 15:23:46
New location - Baramous Keep Start Crypt Entrance
Good
#388 posted by ijed on 2013/08/04 19:16:26
To see the zombie knight making his debut, and all the support you're getting through moddb.
Looking forward to the release :)
#389 posted by sock on 2013/08/05 12:47:05
Having a MODdb page is very good idea, it gives you a chance to spread the word and gives you a central location for news updates.
Got some more news about the MOD progress. If anyone here has played the MOD, please remember to vote on the Moddb page.
#390 posted by skacky on 2013/08/05 14:10:04
This is fantastic stuff, sock! Keep it up!
#391 posted by mfx on 2013/08/06 00:16:48
Sock, these screenshots are awesome!
#392 posted by Jaromir83 on 2013/08/07 10:43:59
looks great. thought of including axe sound and animated HD explosions from Bastion/Marcher Fortress to your mod to make it even better? would be blast
#393 posted by sock on 2013/08/07 13:03:41
@Jaromir83, the sprites in Marcher are certainly amazing quality but I will need Kinn's permission to use them. I do like what he did with gibs, having multiple frames for different sizes. :)
#394 posted by Jaromir83 on 2013/08/08 22:36:00
@sock, Ive asked him, I believe it would not be technical problem for u to include the stuff
#395 posted by sock on 2013/08/09 16:32:17
@Jaromir83, it seems you have had better luck than me, I too emailed Kinn but got no reply. I would love to add the sprites and gib stuff he did with Marcher, but unless I get an email reply from him I am not going to add it.
Sock, Jaromir
#396 posted by Kinn not logged in on 2013/08/12 11:31:43
Sock - my procrastination does not discriminate. I hadn't replied to either you or jaromir up until today. Been balls-deep in work stuff :{ I have replied now though, so check your mails :}
RPS Pimpin' Sock
#397 posted by bal on 2013/08/21 18:16:16
RPS Pimpage
#398 posted by sock on 2013/08/21 21:28:23
@Bal, I am totally surprised by this, it is the highlight of my week! :D
That's
#399 posted by ijed on 2013/08/21 22:05:58
Some good exposure, congrats!
#400 posted by sock on 2013/08/23 17:41:08
@Jaromir, I eventually got hold of Kinn and got a chance to see what he did with his gib QC and it is indeed an awesome feature. (Something I did not really notice when I played Marcher years ago) I created my own set of unique gibs and borrowed his sound assets and it works a treat.
The recent RPS exposure has been a real eye opener simply because of how many hits something like this can generate. Here is the stats for that day and it is off the chart. I got nothing like this at xmas and I was producing promotional content like crazy. The best news of all is that the author of the RPS article would like to see the next release! :)
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