I Like These Shots
#5699 posted by Drew on 2009/05/20 17:19:56
Because they look awesome, and because you two both tend to finish what you start!
Not Dead Yet
#5700 posted by Orl on 2009/05/21 03:50:20
Haven't posted anything in a long time. Just a reminder I am still here, and am still currently working on my next SP maps.
All work in progress:
http://qrf.mine.nu/~orl/misc/oms221.jpg
http://qrf.mine.nu/~orl/misc/oms222.jpg
http://qrf.mine.nu/~orl/misc/oms223.jpg
They aren't much, but its what I have so far. I can't say how soon I am to finishing, I am a very slow mapper. But it will get done.
Turtle Sign Allowed
#5701 posted by madfox on 2009/05/21 05:15:04
Good mapping skill on terrain area, almost fell through a McGee's level. Fine to see that cavey part well done. Lightning can bloat some texture, but that aside, screenies do own some atmosphere.
Keep on the good job!
ORL
#5702 posted by Shambler on 2009/05/21 10:59:03
Cool, I like, the rock texture is a bit grim tho. Tried the Armagon one??
Nice
#5703 posted by DaZ on 2009/05/21 18:52:57
I think the lighting needs some work though, way to bright in most areas!
I like the 1st screen shot especially, more of that please! :)
Thanks For The Feedback
#5704 posted by Orl on 2009/05/22 00:55:33
MadFox - It's hard to try to get the entire cavey part into one screenshot, but I can assure you that there is more to see. :)
Shambler - I had a look through the Armagon .wad, but I couldn't find a suitable rock texture replacment. Think you can point me in the right direction?
DaZ - I manually brightened the screenshots after I took them, since they were originally very dark, and almost impossible to see anything. Lighting levels seem to vary from different monitors, what may appear dark to me, may seem bright on someone else's monitor. I can tell you though, the actual lighting is darker than shown in the screenshots. Also, the 3rd screenshot has no lighting at all, still under construction.
Thanks all again for the feedback. :)
Orl
#5705 posted by RickyT33 on 2009/05/22 03:43:17
there are some sweet rock textures in the rune wad, er somewhere in quaddicted. I recommend you check it out too :)
Nice shots btw :)
Yeah,
#5706 posted by Drew on 2009/05/22 15:18:54
looks good. Interested in what kind of wizard/city hybrid textures you've developed. the pink bricks look better than I would have thought actually...
More Shot
#5707 posted by JPL on 2009/05/22 15:59:12
http://lambert.jeanphilippe.free.fr/Divers/GTH2.JPG
Other side of the broken area is done... to be continued ;)
Jpl
#5708 posted by necros on 2009/05/22 22:47:04
i think some statues of knights and/or hellknights in that broken courtyard would be pretty badass.
maybe broken statues, even. just like, delete half an arm or the head and seal up the hole created.
Necros
#5709 posted by JPL on 2009/05/23 10:47:07
I was thinking about it, but it is quite complicated to either find good statue prefabs (I didn't look for deeply on the internet so maybe it exists), or to create it from existing monster...
It could be a good idea to add such things in next Quoth version... :)
Hmm
#5710 posted by nonentity on 2009/05/23 13:40:35
I like the pillars...
Also, seems to lack a ceiling ;p
Nonentity
#5711 posted by JPL on 2009/05/23 13:47:28
yep, ceiling is not done yet... normally there will be a platform placed onto the pillars... it is not finished :)
JPL
#5712 posted by RickyT33 on 2009/05/23 17:53:01
This is code from starkmon for the dead player models:
{
"classname" "func_illusionary"
"frame" "82"
"model" "progs/player.mdl"
"origin" "848 2456 -1344"
}
You can change the player.mdl to one of the knights, and find the correct frame-number for a normal stance, like a statue...
There has to be a monster in the level already though, of the same type as your statue, and it has to appear higher up in the map file entities.
JPL
#5713 posted by generic on 2009/05/23 18:15:19
If you are using Quoth (*recommended*), you should be able to include the knight MDLs from Rogue's Dissolution of Eternity Quake mission pack and use the mapobject_custom entity.
That is, of course, if you do not want them to spring into life at some point. :)
RickyT23 / Generic
#5714 posted by JPL on 2009/05/23 18:36:57
RickyT12: It works fine indeed, I just have to find the correct frame number that correspond to the effect I want... cool !
generic: Thanks I have to experiment this stuff, I completely missed this one, and I was not aware it was possible to use it for statue generation :)
Generic
#5715 posted by JPL on 2009/05/23 18:43:48
Fine, this mapobject_custom works like RickyT23 hack, except it does not generate a warning during compilation :)
Thanks a lot for the information ;)
Cool!
#5716 posted by generic on 2009/05/23 21:04:56
Cheers to Preach for making it so easy to include.
Were you able to select the "statue skin" for either the knight or the hell knight? Just wondering.
Generic
#5717 posted by JPL on 2009/05/23 21:46:39
I tried with hknight.mdl, but I have to experiment more with different models, just by curiosity :)
Anyway, thanks a lot for the info: you rock !
Generic
#5718 posted by JPL on 2009/05/23 22:09:20
Oh, I see: hknight.mdl has skin0 and skin1 (i.e Hell Knight and Death Knight)..; and I'm wondering know how to select in between the two skins... how can I do that ?
#5719 posted by Lardarse on 2009/05/23 22:14:57
"skin" "1"
Hmmm...
#5720 posted by generic on 2009/05/23 22:42:24
If you use the Rogue Hell Knight and/or Knight model, "skin" "1" gives you a nice statue skin. There are even some added frames for these MDLs that aren't in vanilla Quake or Quoth.
Lardarse / Generic
#5721 posted by JPL on 2009/05/24 18:45:25
Thanks for this: I'll try it ASAP !!!
New Quake 4 Level
OOoooooohhh
#5723 posted by JPL on 2009/06/04 19:18:19
Looks Very Doom3-ish: good !!
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