#8478 posted by ijed on 2009/04/26 22:22:47
Well, there's a gameplay solution - when the zombie moans (trying to get up) you can kill it then with an explosion.
And yeah, I should have just mailed AguirRe in the first place.
About That Func_train Thing ...
#8479 posted by Ron on 2009/04/27 13:08:06
It's with the going up and down that the trouble starts. When the train goes up again the entities fall true. MadFox, your example map runs perfect, thanks, only my idea was to make it run in a (seemingly) random manner, so the player will have to look where to shoot. So I made all my path_corners look like a vertical line in the XY view and sort of W shaped in the YZ view. Maybe I'll use your idea and make it move in a straight horizontal line than, I don't know. Anyway, thanks for all your help, people. I think another month or so and I'm finally ready to send this map to the world.
Ron
#8480 posted by madfox on 2009/04/27 19:57:28
I made another setup with the example.
I think you could make the cage thing with the clip brush. Then bullets fly through, but the Vore will be centered to the func_train.
It rides every angle you want.
http://members.home.nl/gimli/mvore0.zip
Fantastic !
#8481 posted by Ron on 2009/04/28 09:29:51
MadFox, you did it !
This is really great, Thanks a lot !
#8482 posted by Trinca on 2009/04/28 11:51:57
Madfox the skull you made in arcus is fucking working real nice... the model is very perfect... i like it a lot!
visualy and in gameplay.
You are improving a lottttttttt in .mdls :)
keep the good work!
Yeah
#8483 posted by spy on 2009/04/28 12:49:15
just don't forget to retexture the head mdl, when gibbed its still greenish
http://www.celephais.net/board/icons/icon4.gif
Ha!
#8484 posted by madfox on 2009/04/28 20:15:25
Ron, map on!
Trinca, when making the hangar with the zdoom models you warned me not to change Quake. RLOF.
But indeed, I start loving modeling more than mapping, except the texturing.
I'm an average player, and the Enforcer has got a real bite on me. I mean, quake is fantasy so where are the other magic players like scrag, hellknight and vormit and ogre?
Killing a soldier or Enforcer still feels wrong.
Spy - it was on the last moment I found out how to change the skin of Bones. Before that I spend evenings pointing pixel by pixel.
I had the alpha skin from Q3 in stead of the original.
Louis told me that the idle and attack sounds
are switched. I'll see for that.
Madfox
#8485 posted by ijed on 2009/04/28 20:46:52
Are you following the tickets in RQ for NPC's?
Some
#8486 posted by madfox on 2009/04/29 19:35:48
They come in that amount I mostly check the last ones. I'm still not familiar with the remake quake. I played some maps, and I'm working on the watermon.map
I'm trying to create a frogman, an amphibian, but combining the start_monster_walk and start_monster_swim is a hard bone.
Not Too Hard
#8487 posted by necros on 2009/04/29 20:07:09
movetogoal() will take into account whatever flags the monster has the frame when it's called, so it's just a matter of adding and removing FL_SWIM from self.flags.
deciding under what conditions to do it is the only hard part, but you can use pointcontents(vector org) to determine what the monster is in.
Madfox
#8488 posted by ijed on 2009/04/30 06:33:09
NPC's should be able to handle that.
No Diehard
#8489 posted by madfox on 2009/04/30 09:14:43
Trying to add a sprite to a models attack is already a big job for me, so I know on what thin ice I'm stumbling.
Me trunk hardly knows what NPC's are.
Read The Ticket
#8490 posted by ijed on 2009/04/30 14:10:35
Stupid Fish.
#8491 posted by clockworkdroog on 2009/05/04 18:55:04
Does anyone know how to create a simple fish pond that looks somewhat realistic? What I really need is a pool of water that looks like the hole it is in has been dug up by hand...
Ideas?
Tutorials?
What The Fuck?
#8492 posted by Drew on 2009/05/04 21:14:27
#8493 posted by JneeraZ on 2009/05/04 21:36:53
I guess put some brushes in the level and move the verts around until it looks good? I'm not sure what you're looking for here.
Probably...
#8494 posted by metlslime on 2009/05/04 23:51:06
you'd want to add some mounds of earth around the rim of the pond. For general techniques, search for "triangle method" terrain, that might be what you want.
That's It
#8495 posted by ijed on 2009/05/05 03:28:47
You make the terrain out of wedges, then lower and raise verts to get what you need. Wedges are more difficult to break by vertex manipulation than rectangles.
Garden gnomes you can export from a 3d package - Qme can get you there with enough patience. Other features like a gazebo, rockery or magic waterfall + rainbow are a bit more complicated.
Oh yeah, and fish will most likely get stuck on the sloping edges of the pond.
Fdsa
#8496 posted by fsd on 2009/05/05 09:08:02
fdsafdsafdsa
Also
#8497 posted by necros on 2009/05/05 10:13:34
tetrahedrons are impossible to break.
Tough Motherfuckers,
#8498 posted by ijed on 2009/05/05 14:59:56
Thats for sure. More difficult to use though.
I tried developing a decent rock strategy for them but things got a bit too organic - everything ended up becoming a slope. and adding to it just decreased the inclination.
clockworkdroog:
http://www.katsbits.com/htm/tutorials/trisouping.htm
Apparently the method is called trisoup - which sounds stupid, but there you go.
Perfect.
#8499 posted by clockworkdroog on 2009/05/05 19:06:59
Thanks for the help.
Trisoup
#8500 posted by metlslime on 2009/05/06 00:23:24
"trisoup" usually implies an aribtrary pile of triangles with no regular connectivity. At the very least when you make terrain out of triangles, you're probably at least making one continous sheet. And usually people arrange the triangles into a grid, so you end up with a pretty well-ordered array of triangles, basically a heightmap.
Yeah
#8501 posted by ijed on 2009/05/06 01:13:10
A trisoup would have them intersecting, I assumed. Technically would work just as well if you stuck to a decent sized grid, but would be a mess to work with.
'pitch Roll Yaw' Is A LIE!!!!!!
#8502 posted by metlslime on 2009/05/09 10:23:22
agh, how many times will i be deceived by the stupid 'pitch roll yaw' explanation in the quakec comments and quake.def file. It's pitch yaw roll, damnit.
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