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 !!
#5724 posted by Zwiffle on 2009/06/04 21:03:13
First shot looks good, but I see the cliche "floor panels ripped off the floor" and the walls are really flat - some angles in those walls could really make things pop.
The second shot also looks good, the orange lighting I like especially. Again though, things seem really flat.
Third and fourth shots aren't spectacular. It seems there is a lot of small detail (floor panels being different and so on) but nothing that really catches the eye - I think it lacks the big sweeping details.
Another way of saying it is, if you know art theory, is that there's no place for the eye to rest. It's all tiny panels and stuff, and no central ... thing. Does that make sense?
Otherwise it looks technically good. Is it SP or DM?
Hmm
#5725 posted by nonentity on 2009/06/04 21:45:02
Axial
Cool! Q4!
#5726 posted by pjw on 2009/06/05 04:10:02
Looks pretty solid, but also, what others have said...it's pretty flat and square-ish and sorta samey...
You could probably stand to subdivide those arch curves a bit more--they're maybe a bit blocky.
The first shot is the most interesting to me, so some set dressing and models might help, but...yeah, axial.
Yeah.
#5727 posted by Shambler on 2009/06/05 10:11:00
What PJW said.
#5728 posted by Trinca on 2009/06/05 17:59:01
I want to map but i dont have time and inspiracion :(
#5729 posted by DeathMethod on 2009/06/09 15:45:58
thanks for the feedback, i've made the walls slope as well no so everythings not at a right angle and added a bit more detail. hope to have some new screenshots soon
Wasting Time With Worthless Things
#5730 posted by Spirit on 2009/06/16 18:06:32
Converting the md5 monsters of http://monster-clip.com/maps/castle/castle.htm with http://icculus.org/~riot/doom2dpm.zip for Darkplaces for fun.
Scale of 0.7 might be right. Save the resulting models as .mdl and put them into progs/.
Darkplaces will tell you where to put the textures (I used the _d ones, only leave the name and .tga, eg qvore.tga). Rename the normal and luma(?) maps as usual for DP.
They will float in midair and of course the animations are wrong. But hey, it works.
http://s1.image.gd/o/f8/f8cb6f27c2c0cccedc9e145746c18b4c0b4008bf.jpg
http://s1.image.gd/o/b9/b93f2b3a0bd133a5bbc394d78596ce494e6ddd61.jpg
http://s1.image.gd/o/17/17f82e0dae47d88193351de0a4efa53fdb8e9741.jpg
Forgot Normal Maps
#5731 posted by Spirit on 2009/06/16 18:08:23
That Shambler Looks Like A Skaarj
#5732 posted by nitin on 2009/06/17 03:22:09
Agreed.
#5733 posted by Text_Fish on 2009/06/17 12:30:49
Needs more hair and less shoes.
And the Vore needs diertier teeth and less Disney crab pincers.
And the Scrag needs less symetry.
But I never really liked the Doom3 Quake thing much anyway to be honest. Too shiny.
Yeah Vore Needs Needle Teeth
#5734 posted by meTch on 2009/06/17 19:10:07
||||||||||
||||||||
Shambler Looks Dumb
#5735 posted by Drew on 2009/06/18 06:33:21
the vore looks pretty good though, and the scrag looks great, I think.
|