#8762 posted by necros on 2012/11/05 00:04:35
I really like this kind of thing. Stuff like that really adds character to a map.
The Perfect Pose
#8763 posted by sock on 2012/11/06 15:47:45
@Mechtech, I find these kind of things amazing to find in games simply because they look so cool and take so much time to setup. Getting all the right animation frames so that it looks like someone actually designed it that way, can take a lot of time. I am most impressed with the HK's because they are different enough in pose to look interesting. The only problem I have with this image is the lighting, the colour lighting is way too strong and heavy handed, it should be more subtle and maybe add some fog.
I have been adding some detail to a special event in one of my maps called 'The last stand' which happens in the Well of Bones. The local priests decided to hold the ritual of bones in order to quell the undead but the undead got a bit hungry and decided to eat them instead!
The Last Stand
#8764 posted by Trinca on 2012/11/06 17:02:56
To much booze those guys?
:p
nice pic
#8765 posted by necros on 2012/11/07 01:33:30
mechtech: are these pose scenes going to be in a real map?
if so, consider making a little setup to remove and then spawn real monsters in the posed model places.
You could make a big shootable trigger_once AND a trigger_once far away to simulate both waking up from shooting or proximity.
then you killtarget the models and silent + noflash spawn in replacement monsters and wake them up immediately. would be pretty cool to see that. :)
#8766 posted by mechtech on 2012/11/07 06:22:08
necros: The scene I made was a mock up of an idea for an in map setup. The lighting and brushwork will change. I may use it as a set piece for an intro demo or I could killtarget and spawn the monsters. I think you would need to hide the spawning from the players view. Don't think it would look to good. I will try it out first.
Sock: That scene looks Great but more pixels!!!
Higher res screenshot please.
Trinca: I had an urge to photoshop in a beer keg :)
Ogre Lunch Break
#8767 posted by mechtech on 2012/11/07 06:53:01
http://www.quaketastic.com/upload/files/screen_shots/ogrelunch.jpg
The Ogre models in this shot can be seen from a distance. The area is protected with a skip textured func_wall and trigger_void. (Quoth trigger_void does not stop the plasma gun bug?) When you get closer the models are killed and replaced out of view.
Oh Man
#8768 posted by Tronyn on 2012/11/07 11:26:39
that is so awesome, zombies for everyone, no need to fight guys!
Somehow it suits Quake, or at least the more Army-of-Darkness side of Quake.
This Map...
#8769 posted by Fern on 2012/11/17 06:09:01
...is finished but Vis is on track to take at least 100 hours and I probably won't release it right away anyhow because I've already mapped a significant portion of mission 2. :P
http://www.suspenlute.com/stuff/dom3m1a.jpg
http://www.suspenlute.com/stuff/dom3m1b.jpg
http://www.suspenlute.com/stuff/dom3m1c.jpg
Looks Very Nice Fern
#8770 posted by nitin on 2012/11/17 10:20:15
I say release!
Google Ketchup
#8771 posted by nakasuhito on 2012/11/17 11:57:01
playing around with Google SketchUp and so far its fun. have no idea how to turn on the snap to grid mama, unless it doesn't have, so right now things are kind of weird. not like i care since i'm having fun making weird shit.
http://min.us/mCqySArr4qedZ
Just A Brainfart
#8772 posted by Kinn on 2012/11/17 12:11:06
have no idea how to turn on the snap to grid mama, unless it doesn't have, so right now things are kind of weird
You could always use a certain other service provided by the makers of SketchUp to solve that little mystery.
#8773 posted by nakasuhito on 2012/11/17 12:39:13
i'll look for that. see, i had no idea about sketchup until 4 hours ago or so. thanks for the heads up :)
Sketchup...
#8774 posted by Fern on 2012/11/17 16:57:43
I'm not sure whether it has a grid or not. I've used it for a few carpentry projects and I've gotten along just fine typing the measurements manually and using it;s highly intuitive system of homing points
Fern
#8775 posted by Drew on 2012/11/17 17:21:19
Looks very nice!
I say wait until mission 2 is done!
Kinn
#8776 posted by Drew on 2012/11/17 17:21:40
You still working on that episode?
Drew
#8777 posted by Kinn on 2012/11/18 19:21:04
Damn, I was dreading someone bringing that up. I'll be honest - it has been on hiatus since last June or so - reason is, I'm so busy with work right now, that I just can't find the time.
In fact I'm so ludicrously, cartoonishly overworked that I can barely find the time to eat and sleep, and in fact the only thing keeping me from poopsocking at my desk is my convenient proximity to the bathroom.
My promise that I'll finish it still stands, but I have no idea when that will be now. Yep, I'm afraid it's one of "those" projects :{
#8778 posted by [Kona] on 2012/11/19 11:39:31
I know the feeling Kinn. What type of work do you do?
#8779 posted by [Kona] on 2012/11/19 11:39:31
I know the feeling Kinn. What type of work do you do?
Kona
#8780 posted by Kinn on 2012/11/19 23:12:31
I make those 'orrible murder simulators that you read about in the Daily Mail and stuff.
Fucking Heretic
#8781 posted by nitin on 2012/11/20 10:51:47
burn!
Nice
#8783 posted by Tronyn on 2012/11/25 02:07:07
first shot in particular looks epic!
Woah
#8784 posted by Fern on 2012/11/25 03:59:42
shots 1 and 3 look terrific. 2 and 4 look a little over-weird and boxy but still good work on all.
Awesome
#8785 posted by Drew on 2012/11/25 15:14:36
looks VERY ambitious. Thought this had died, glad it's still in progress!
ZQF
#8786 posted by RickyT33 on 2012/11/25 16:51:35
Are you using WC?
If you are, the squiffy textures on the fourth shot can be fixed by selecting the face in texture mode, and clicking the button in the texture tool-bar that says 'to face', then re-align ;)
I Hadn't even recognised this map at first, it looks great!
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