Hahaha! Hahahahahahahaha!!!!
#4050 posted by
RickyT33 on 2007/11/02 10:16:29
That looks really cool. Reminds me of Malice!
Would go really well with Malice texture set.
I wonder what it (she) would look like with some bilinear filtering? Cant you program it to use the fireball model already in quake - the one on the hard difficulty bit on the Quake 'start' map? Would look better and save modeling.
Mange Babe Anyone?
#4051 posted by
negke on 2007/11/03 01:42:25
Careful with that style...
Model
#4052 posted by
madfox on 2007/11/03 06:00:32
So far I can make her use the lightning bold and throw a fireball. This in despite she has no weapon. The fireball falls in short distance on the ground though. Must have made a bad coding while using the shotgun loaded with the fireball.
As good as the flamethrower in Quoth I can't get it. Get blocked with a SPAWN_CRUCIFIED error. As far I as I can see it is done with sprites.
Texturing is still to flat for bilinear filtering, although it looks goood in fitzquake.
Monsters
#4053 posted by Tronyn on 2007/11/03 09:03:59
I've always thought Quake's style didn't lend itself to babes, that that was more of a Duke-Nukem thing, but if you are gonna have one she might as well use multiple weapons.
Quake's "Femaleness" so far, to me anyway, seems to consist of Vores and Shub Niggurath - monstrous fertility, and all that.
Quake universe seems to me to work with the whole "obsessive asexual male, any biological fact is disgusting," Lovecraft angle. But this is all subjective, I must admit. There has got to be a way you can pervert this monster enough to make it appropriate to fit into the Quake canon (of Ogres, Shamblers, Fiends, etc). But remember: they took the BEST from Texas Chainsaw Massacre, not the worst.
This Came Out Kinda Funky
#4054 posted by
HeadThump on 2007/11/03 09:27:28
http://mortisville.quakedev.com/sol.jpg
screwing around with the DKT3 textures, I attempted to derive a shape from the arch window at the top. The gray scale image is a quick dodge and burn of the basic shape. The top portion got a bit screwed so I created a symmetrical window frame instead. Several steps later and you get the results at the bottom.
I need to make the metal frame more uniform (probably superimpose a vector of the same shape over it with
some blending), but its all gravy.
Bedy Bye Time
#4055 posted by
HeadThump on 2007/11/03 09:44:46
now for the crate version of the same texture,
http://mortisville.quakedev.com/crate.jpg
Monsters
#4056 posted by
madfox on 2007/11/03 19:20:26
The pyrogirl I made is for a Hellboy mod. She doesn't fit in Quake because as you say, she differs to much with the other monsters.
I was curious to know if there are other attacks possible.
Something like the trogball in zerstorer.
Or spawning a monster in and out, like in HexenII. Sad Quake's engine won't permit these actions, but I'm sure there more ways.
Only bad thing is, it needs so much coding knowledge to devellop new attack shapes.
Attack Suggestion
#4057 posted by
ijed on 2007/11/03 20:31:39
I always liked the trog's ability to teleport at will, but only when in sight of the player. Kind of like the Quoth Polyp invisibility, but quicker. Unsettling and requireing some quick reactions, maybe that would be good for her.
More Red Mapping
#4058 posted by
Fern on 2007/11/03 23:45:23
And Another..
#4060 posted by
Fern on 2007/11/04 02:21:06
...because someone complained about the lack of contrast in lighting.
http://www.suspenlute.com/fr3nrun1/check3.jpg
Umm
#4062 posted by
bambuz on 2007/11/04 02:47:38
the light doesn't fall off with distance? Use a different formula?
Fixed :P
#4064 posted by Spd on 2007/11/05 13:32:40
Well...
#4065 posted by
RickyT33 on 2007/11/05 14:08:07
I think the lighting looks better in that shot^^
You might want to rotate the texture with the grey-ish brickwork on the slanted face just below the ceiling at the back of the shot by 90 degrees, it would make to bricks look like they have all been 'laid' horizontally, just a minor consideration which could be considered to add a minute level of realism...
V. nice texture theme and lighting work though!!
New Shot...
#4067 posted by
JPL on 2007/11/05 23:31:31
... of my current project: the outside is finished.. while missing monsters, etc... Tecture set used is HL / Doom3 / Nature / and rocks from Lunaran via distrans ;)
So is it so bad ?
http://lambert.jeanphilippe.free.fr/Divers/FD_outside.jpg
JPL
#4068 posted by
Orl on 2007/11/06 00:56:24
No it is not. I think it looks great.
Hrm...
#4069 posted by
Fern on 2007/11/06 02:38:23
I looked at speedy's photoshopped suggestion and tried a bit to make it work in the map itself. How's this for starters?
http://www.suspenlute.com/fr3nrun1/check3b.jpg
#4070 posted by
gibbie on 2007/11/06 07:08:12
better! are you using fitzquake? other gl engines don't support overbrighting or whatever it's called so lighting may look a little flat
Gibbie:
#4071 posted by
metlslime on 2007/11/06 07:20:13
it says "Wrote Tomaz34.tga" right in the screenshot :)
LOL :)
#4072 posted by
Fern on 2007/11/06 14:29:17
I always use tq148 for screenshots and software joequake for actually playing Q1
I Know
#4073 posted by
gibbie on 2007/11/06 14:36:24
metlslmsmie: go map
plant: go fitzquake, take screenie again
I Know
#4074 posted by
gibbie on 2007/11/06 14:36:24
metlslmsmie: go map
plant: go fitzquake, take screenie again