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 ?
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 !!!
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?
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.
#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
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
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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.
#5738 posted by
starbuck on 2009/06/25 18:21:23
that looks lovely, really nice substantial ancient look. I don't think the q3 door texture fits in with the theme though, that could be changed. Also, not a big fan of the pentagram lights. Apart from that, pretty stuff, nice work.
#5739 posted by
necros on 2009/06/25 18:55:00
agree about the door texture. maybe a wooden one?
i like the windows a lot. the outward slanting is usually connected with high tech stuff like space ships or outposts. having it made out of wood, surrounded by stone is a nice change.
the first shot reminds me of like those big stone meeting halls like for vikings or something, what with the thick wooden beams.
i wouldn't mind seeing a q1sp with this kind of mood either. :P when q3gothic is used in q1, it usually focuses on the more stone/metal aspect of it.