JPL
#4076 posted by
ijed on 2007/11/06 17:12:01
Looking better and better.
Orl / Ijed
#4077 posted by
JPL on 2007/11/06 17:32:45
Thanks for the positive comments ;)
I'm currently working inside the bunker : new shots will come...
BTW, I'm looking for a base map big boss to fight for the final: any suggestions ? Maybe Quoth2 will have something interesting..
Wait and see..
Hmmm....
#4078 posted by
RickyT33 on 2007/11/06 17:53:22
Quoth 2 - ETA?
Would anyone care to say, dare I even axsk? ;-)
Granito
#4079 posted by
madfox on 2007/11/06 19:49:09
Hey JPL, try Granito. It's in your mailbox!
New Quake1 Monster
#4080 posted by
madfox on 2007/11/09 18:45:24
I made a new Quake1 monster. It's rather plumpy because of the odd angle it switches from back to front. It was my intention to make a monster of a elementary cube which comes alive.
But by making it wake up backwards, its walk behaviour has become rather drunk. Maybe I should make it wake up in front, so this strange habbit disappears.
screen:
http://members.home.nl/gimli/granito.jpg
test load:
http://members.home.nl/gimli/granito.zip
It Should Be Rock-textured And Throw Rubble
#4081 posted by
Fern on 2007/11/10 02:59:55
nt
Ah
#4082 posted by
madfox on 2007/11/10 18:34:04
before it should be...
it first has to be...
but thanks for the hint.
It hit me first with accurate placement and verticemeshes rubble.
I thought I furnished it with a decent attack load, still wonder how to avoid that nasty swing.
Quake Editing Fun..
#4083 posted by
JneeraZ on 2007/11/11 20:15:13
So I started hacking around with Objective-C on my Mac and have come up with the basics for a Quake level editor. It loads standard Quake MAP files at the moment and has a barely functional texture browser.
It's more of a viewer, in truth. But I hope to add to it...
Read about it:
http://wantonhubris.com/blog/2007/11/11/more-quakin/
See it:
http://wantonhubris.com/blog/wp-content/uploads/2007/11/picture-1.png
http://wantonhubris.com/blog/wp-content/uploads/2007/11/picture-2.png
http://wantonhubris.com/blog/wp-content/uploads/2007/11/picture-3.png
Thanks!
Wow
#4084 posted by
necros on 2007/11/12 05:43:16
nice work! any idea yet if it will be similar in GUI setup as editors that are out there already like gtkr or WC, or if it will be completly different or completly customizable?
i've been thinking of picking up a macbook pro soon and it would be cool not to have to boot into windows just to do a bit of mapping on the train. ^_^
A Quick Viewer
#4085 posted by
grahf on 2007/11/12 06:15:05
willem: Even if you don't add everything and the kitchen sink to your editor, a simple viewer can be very useful sometimes. It can be nice to just peek around a map without having to wait 5 minutes for radiant to load, or stop everything else you're doing to boot up quake. It will be a universal binary I hope? ;)
necros: gtkradiant runs on mac os x:
http://redsaurus.net/gtkrwiki/index.php/Downloads (ignore the wiki spam at the top of the page)
#4086 posted by
JneeraZ on 2007/11/12 11:19:13
necros
I'm not sure yet. It'll take most of its influence from Radiant I think because that would be the easiest to code. :)
Grahf
Yeah, universal binary. I really want a native editor that doesn't require X11 and other stuff.
Another Try
#4087 posted by
madfox on 2007/11/14 07:05:57
I suceeded to avoid the strange swing in the monsters walk.
It's behaving better now.
Textures of 64x64 are well suporting, I can resample them to 125%.
128 x128 I have to part. But by manipulating the size I think also the gamma changes. If I make the tex more lighter it gets bleached.
I made this screenshot in standard Quake
http://members.home.nl/gimli/granito.jpg
testload:
http://members.home.nl/gimli/granito.zip
#4090 posted by
Trinca on 2007/11/17 01:12:18
already post for some guys :)
http://trinca.quaddicted.com/joequake036.jpg
http://trinca.quaddicted.com/joequake039.jpg
my maya map for christmas i hope... let�s see if i got time to finish it.
Although
#4092 posted by
madfox on 2007/11/17 18:07:38
I succeeded to develop a new Q1 monster with more than usual combat tactics, it seem to be rather easy to kill.
Constant shooting at it stop all attacks in pain frames, so it's not such a strong monster afterall.
This inspite of the
"self.pain_finished = time +2"
which ought to give the monster time enough to reach its attack state.
Pain_finished
#4093 posted by
Preach on 2007/11/17 18:43:48
When you say that time + 2 should be enough for the monster to reach it's attack, are you taking into account the length of the pain animation as well? It might be worth making sure that sometimes granito_pain_decide returns without running any pain animation even if pain_finished < time. Although weak monsters like grunts tend to go into pain from any attack, you'll notice that the chance of the more powerful monsters going into pain is proportional to the amount of damage done, you could try adding that code to the granito.
Nice Shots...
#4094 posted by
generic on 2007/11/18 17:54:09
Trinca. I typical don't think of Mayan as curvy (i.e. 1st shot), but I can't wait to see what you do with the theme.
#4096 posted by
Trinca on 2007/11/18 22:03:05
thks generic_maps i hope to make a map you guys remenber! since my last are a litle crapy...
My Shirt Back!
#4098 posted by
madfox on 2007/11/19 19:39:55
Nice White Style
#4099 posted by
ijed on 2007/11/19 20:34:53
Roman Temple?
I wouldn't use the floor texture in shots 1 and 3 though; looks pretty low-detail.