Seemed Obvious To Me
#8987 posted by Tronyn on 2013/01/13 11:01:05
pronounced neg-key
then again, every alias including my own is probably subject to "obvious" and incompatible interpretations ;)
TRO-NIN
#8988 posted by DaZ on 2013/01/13 11:53:03
How did I do? ;)
Meh.
#8989 posted by Shambler on 2013/01/13 12:17:07
Neg-kay
Tron-wyn
Da-z
Next!
#8990 posted by nitin on 2013/01/13 12:26:19
neg-kee
tron-yin
Lod Experiment
#8991 posted by mechtech on 2013/01/13 15:36:19
Experiment inspired by Sock's texture set and design for The Florentine Library at http://www.simonoc.com/
Trying to learn Gmax modeling. Made a few map models for torches (not very good). Down sampled a few models found on the web. Re-skinned a few. I think I have the modeling pipeline down as explained by Preach on his site.
As far as making a real Quake level out of it, vis time would be too long.
Recommend Fitzquake Mark V has .tga skins
Screenshot
http://www.quaketastic.com/upload/files/screen_shots/lod.jpg
Download
http://www.mediafire.com/download.php?e2m52lju85lldv5
Mechtech
#8992 posted by Barnak on 2013/01/13 16:07:16
Wow ! This map works (slow to load, though).
I didn't tried yet with the DMtoSP yet. Should be cool.
#8993 posted by necros on 2013/01/13 16:49:27
Do this to make shadows cast from your torches if you want: http://mobile.sheridanc.on.ca/~jonescor/post.php?postID=5
Thanks For The Link Necros
#8994 posted by mechtech on 2013/01/13 17:25:45
I will use that in the future. I may try to make a version that can be vised, func_walls hidden shadow casting brushes. I'm just bummed out about the hatred vis gave my map.
Does anyone know of QC mod or maybe engine that allows setting a static models light level? Lighting from the floor can suck.
#8995 posted by necros on 2013/01/13 17:51:22
There is no such thing. Model light level is handled by the engine.
Experiment With Lod Level #2
#8996 posted by mechtech on 2013/01/13 20:42:05
OK vis times are too much so this is what I tried. In Fitzquake with Quoth I loaded the level as a bsp model. Works looks good !!! ok just a model no collision no vis sealing. Next I took the level brushwork and reduced them down to simple geometry skip textured. Looks good, vis in minutes not days... loads but crashes engine :(
So next I had a pint seems better now
Keys
#8997 posted by sock on 2013/01/19 17:10:49
Got fed up looking at the crappy skin on the silver/gold keys and thought it would be cool if they got an upgrade. I used a smaller skin size (64x64) and still got more detail on to the model! :D
New and old Keys
#8998 posted by gb on 2013/01/19 17:27:43
Very nice, proper uvmaps ftw.
#8999 posted by necros on 2013/01/19 17:46:19
I think I would prefer it if the spikes on the key were blue too, but otherwise that's an excellent skin. :)
Nice
#9000 posted by Tronyn on 2013/01/19 17:50:24
those are models I've hardly thought of in Quake, though a few mods have replaced them (The Demon King, if I remember correctly, and RMQ).
personally I'm fine with the ends of the spikes being brown, but I think the main part of the spikes should be blue - a gradient, like the key-prongs.
PS
#9001 posted by Tronyn on 2013/01/19 17:55:34
I always thought of Tronyn in Daz's way (the y as an i).
My friend wanted to make a call that most people would have understood the pronunciation of if it had been called Nexius, but because of his spelling/pronunciation issues he called it Nexuiz, leading gamers to pronounce the title "Nex-whiz." lol.
Lol, Damn, "make A Call"
#9002 posted by Tronyn on 2013/01/19 17:57:08
make a game / call a game - that seemed pretty ESL
#9003 posted by - on 2013/01/19 21:20:28
I like those keys :D
I pronouce Tronyn as "Tron-NiN".
Keys V2
#9004 posted by sock on 2013/01/20 18:07:11
Any better? Changed central spike area, showing gold version as well.
New Keys v2
#9005 posted by necros on 2013/01/20 18:14:53
Oh yeah, much nicer! I shall enjoy opening many locked doors with those! :D
Nice
#9006 posted by Preach on 2013/01/20 18:17:30
I like the way you've unwrapped the shaft of the key to get a hard edge on the highlight all the way along.
Keys
#9007 posted by metlslime on 2013/01/20 20:19:54
first, they look really great.
But second, there's some subtle but noticeable UV distortion on the skull face. Is it mapped to a quad or do the triangles extend to the tapered shape below the skull? If the latter, i would suggest adding and edge across the bottom of the square shape, so that the skull isn't distorted.
#9008 posted by necros on 2013/01/20 21:36:33
it looks to me like the skull face is resting on a raised vertex, making it pop out a bit but looking distorted when viewed from a shallow angle.
I Like The Raised Skull Face.
#9009 posted by Shambler on 2013/01/21 10:15:36
Runes
#9010 posted by sock on 2013/01/21 17:53:40
I can't believe the runes are all different skin sizes, I thought they would be consistent. I am sure preach will rolls his eyes at the skin setup for the runes. Here is my attempt to reduce the skin stretching and wacky skin size. Not much I can do to make them different otherwise they will lose they visual profile and not be quake runes anymore.
New Rune 1
Skin is 128x128, I did not realize they were such a high pixel density compared to other objects. Sort of got a paint method done for them, the next three should be a lot quicker.
@Silver/gold Keys, For some reason the polys on the front/back face were being distorted in the conversion process. Re-done the skull face and it looks much better. Thanks everyone for the feedback.
Remapping
#9011 posted by Preach on 2013/01/21 19:55:33
I hope you mean rolling my eyes at the original, because I don't think there's a way to remap that any better really. You'd have to distort the front of the rune a lot or disconnect it, and there's no guarantee that either would produce something that looks acceptable. Thumbs up!
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