I Would Say...
#749 posted by necros on 2004/03/24 21:24:23
no. the dinosaur skin looks like shit and the orb is not much better off.
if the skins were better, ie: the dinosaur's skin wasn't all mangled in every direction, and orb's colors were so banded (try changing the colors to more suit quake's palette) then maybe. i'd also have to see the animations of the dinosaur for me to decide on it.
did you make those?
Well
personally i think ORB is pretty cool Madfox, i like it.
Dinosaur not so good, needs to look more realistic i think.
Quite hard to do in Quake.
There was a mod called "raptor" for Quake 1 which had quite good dinosaur models in it, if i remember correctly.
The Raptors...
#751 posted by Fern on 2004/03/24 22:43:29
Are available in Jesse's RDE episode, if nowhere else. :)
http://www.planetquake.com/rde
That Great Qmle
#752 posted by madfox on 2004/03/24 23:31:43
Skin-texing isn't my best part. Although I am glad endly to have the Qmle Editor!
Thanks for that one!
I tried to archive the right polycounts to make the model go. Than got caught because I edited the model backwards, and had to start all over again.
Now I am trying to get the skin tex done, but the colours need to be chosen so dimly, I am afraid to get red eyes. It is something with the gamma. Qmle does a fine thing, but it takes patience.
I knew the command would come from this part.
Of course I could lend a model, but that was not my initial goal. I wanted to learn the modelling thing, for it strikes me to see that creatures go...
Thanks for the advice.
OMG...
#753 posted by distrans on 2004/03/25 00:43:14
...you backed the model over Than?
Seriously, I think the Orb model is fun, but with some fine animation and some Quakey skin work it might become rather menacing... this is a good thing.
The dinosaur would blow chunks in Quake.
Studio Tan
#754 posted by madfox on 2004/03/25 14:07:19
The Orb goes for The Enforcer
The Dino takes part of The Dog
Can't shoot the dog, sorry. No problem if it is a irrational sprite, same for the grunt.
Made a Skeleton for it, but then there is that compatible error...
Made the models from scratch, but the bouncing box for the Dino got too big, sized like the Shambler(!). And then the health of it makes it a too easy thing (30).
Beta - Black Belvedere
#755 posted by Kell on 2004/03/25 14:52:28
.
#756 posted by necros on 2004/03/25 18:00:20
Or just tell me how nice it looks.
really nice :D it reminds me of one of the maps in Uru, actually. but that's going only from the screen shots -- i haven't played it because i don't have q3 installed atm.
although, i'd do without the symbols in the standard font... if you could find another font with more unique symbols, it would look a lot better.
#757 posted by - on 2004/03/25 19:16:21
like the dynamic shadows, cool touch. I hate terrain maps, find them far too open to really enjoy in Quake3, so it won't be helpful to hear my opinions on it's gameplay, but I find it a bit straight forward, not really much for alternate routes. biggest thing that bothers me, but may be fine with players, is that all the trees are nonsolid... shouldn't they at LEAST block shots?
anyway, looks good, it'll most likely be well received by those into terrain maps.
Kell:
#758 posted by metlslime on 2004/03/25 22:29:54
looks kind of nice, but really needs as much detail as you can pump into it. Rocks, bushes, smaller structures and ruins, etc. This is both for visual interest, and also to break up the large, open areas into smaller spaces where the fighting can be more interesting. Also, i'd like to see more detail on the structures you already have... I do like the "Star Trek set" feeling, but overall the map is too sparse. Maybe with q3 vis, this is as good as you can do without killing framerate, i don't know.
Monster_egypt
#759 posted by necros on 2004/03/26 18:18:07
ok, well, that's not the real name, but i haven't come up with a good one yet.
this is just a 30 minute reskinning here... that's the hellknight's face and body pasted on there... not sure whether i should cover the arms with hknight armor or not.
anyway, opinions:
http://www.planetquake.com/necros/temp/monster_egypt.jpg
#760 posted by - on 2004/03/26 18:34:51
cover the shoulders. and the crystal on the stick looks silly, too bright. other wise looks fine for an egyptian map.
Egypt Dude
#761 posted by pushplay on 2004/03/26 19:18:17
Definitely cover the shoulders. I think the crystal is fine but should be on a wooden shaft. I also find the blood a lottle gratuitious.
Model
blood looks cool, keep it.
pushplay, gratitious blood? Were talking about quake here, not Mr.Rogers. :P
I'm Trying
#763 posted by necros on 2004/03/26 20:52:03
to get it to mix in with the regular quake monsters. it's not going to appear in an egyptian map, hence, the armor and face transplant. i'll see if i can get some shoulders on the sucker. thanks for the comments
Gratitious Blood
#764 posted by pushplay on 2004/03/26 21:00:28
Less is more when it comes to blood and violence. What was more violent: the Reservoir Dogs ear scene that was out of frame, or the buckets of blood in Kill Bill? The latter was stylish, but it wasn't as gruesome.
Necros
#765 posted by HeadThump on 2004/03/26 21:57:06
good looking skin job there -- he looks like a real bruiser
TARINTINO
#766 posted by inertia on 2004/03/26 22:07:15
I am in the middle of watching Jackie Brown for the second time this week. I watched pulp fiction + jackie brown + kill bill all last monday. It owned so hard! <3 tarintino forever.
I Only Cared For One Aspect Of Jackie Brown
#767 posted by HeadThump on 2004/03/26 22:26:32
I'll give you a hint. It is on Bridget Fonda's bodice.
I Think It Looks Terrible
#768 posted by Fern on 2004/03/26 23:45:21
but it's the model's fault, not yours necros. :P
#769 posted by Kell on 2004/03/27 09:43:58
scampie: alternate routes - upper and lower :P yeah, it's a default CTF s-bend layout. It's my first terrain map and the easiest way to do it. Re: the trees - they definatelt shouldn't block movement, but blocking shots...hmm. Perhaps. It would make attacking flag-carriers who choose the lower route across the valley floor harder to snipe from on-high, forcing defenders to intercept at ground level. Might be a good call. Will add wepclip and see.
metl: I would like to have more detail, I really would. But this is Q3CTF and the framerate is already low what with all the trees and pillars. The terrain could maybe be more 'crinkly' at a lower level of detail to provide more nooks and crannies, but bot movement is also an issue. I'll take a look around and see where I can modify the heightmap without crumpling the whole map up like an old receipt.
thx for feedback
Oh And
#770 posted by Kell on 2004/03/27 10:00:09
necros: bah, I like the Quake font - no-one else uses it, so I do ^_^ and it looks like pseudo-classical, same as the architecture in the map.
I'm a goth. It's incurable.
That's The Quake Font?
#771 posted by necros on 2004/03/27 12:34:39
i thought it was the truetype symbol font that comes with windows... it certainly looks like it with the greek letters.
anyway, it's not a big deal... i played the map with some bots and i didn't really notice them too much.
the maps looks really good in action, actually.
as someone who likes the railgun, i enjoyed the gameplay of the map with all the longrange shooting, but for someone who doesn't like it, they may not enjoy the map as much... if you were to add more cover in the central area and maybe some inside areas would help that?
remember though, i don't know much about dm gameplay, so take what i said with some salt, eh? :)
Not A Way To Treat A Grunt
#772 posted by madfox on 2004/03/27 14:14:13
It is easier to lend a model, than actually make one of your own.
And those vertices keep freaking around.
http://members.lycos.nl/portable/newpage3.html
...
#773 posted by necros on 2004/03/27 14:23:51
baby zombies? :)
the skeleton model looks like it's going to be a pain in the ass to skin...
the frame that it's on right now looks a little... wooden, like it's constipated or something... make the arms hang to the side in a more relaxed fashion, make it look more natural. how would a reanimated skeleton that can tear your eyes out look?
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