Sock
#9075 posted by Kinn on 2013/02/25 21:04:43
Wow - love it. Your monster models are the best thing to happen to Quake for a long time.
I Should Add
#9076 posted by Kinn on 2013/02/25 21:09:51
what makes them so impressive, other than the artistry of course, is the fact that they fit in so seamlessly and perfectly with the existing monsters, and of course are made with the limitations of Quake's engine and model format in mind.
All too often I see people making the mistake of putting too many polys in their models, and you just end up with a horrible mess because the verts just get smooshed around with the 8-bit precision.
#9077 posted by FifthElephant on 2013/02/25 22:04:43
The mouldy knight doesn't look like a friendly fellow.. I agree about the yellow writing on the sword too, doesn't seem like a good fit.
The doom level seems a bit simplistic, nice lighting though. The texture scheme reminds me of the space levels in Duke3D.
#9078 posted by FifthElephant on 2013/02/25 23:07:20
The mouldy knight doesn't look like a friendly fellow.. I agree about the yellow writing on the sword too, doesn't seem like a good fit.
The doom level seems a bit simplistic, nice lighting though. The texture scheme reminds me of the space levels in Duke3D.
#9079 posted by sock on 2013/02/25 23:15:57
@ijed, interesting idea with the deflection of player missiles, not sure how to implement it. Would he be stationary or running at the player with swords crossed while deflecting bullets?
@kinn, thanks, they are designed for Quake Pixel Vision!
@Fifth, the runes are only one side, I might fade them more into the sword but the surface certainly needs something to make it light up when moving. Any ideas?
#9080 posted by FifthElephant on 2013/02/25 23:55:36
I'm surprised no-one has made a knight with a big mace or a spear yet. Or an ogre/knight hybrid, or two-headed super ogre. I should write all these down or draw them.
I wish I could help with the sword but I think the textures in quake 1 are usually too low res for fine details like writing, could be interesting to have him wielding shotels or yataghans. (also I like the deflection idea, like the airgun from PainKeep!)
Deflecting
#9081 posted by ijed on 2013/02/26 00:16:31
Was done in Quoth for the Death Lord - not sure of the method there.
We've got a version as well although it's a bit involved.
Basically you add a global 'shielded' that turns on in the animation while its blocking. All the weapon touch functions then check for this value when hitting anything.
If they hit it then reverse their direction;
self.velocity = self.velocity * -1;
And reset the owner field so it can hurt the player;
self.owner = other;
Or do something a bit more clever with scattering.
It's a bit more work this way but you can apply it whenever you like - so running or doing a standing block would both work. You can also have him receive lower damage from hitscan stuff as opposed to automatically damaging the player with an unfair reflected attack.
Not sure if this would work against the LG. I could investigate more.
Vague idea with the rune sword - why not use framegroups? You can animate up to four skins. Yes, it's a lot of overhead just to make a small part of the skin psuedo-shiny or glowing, but it could look cool.
If you 'group' multiple skins (max 4 AFAIK) in Qme it will flipbook between them automatically.
You can also do this manually by just calling the self.skin = whatever. Which could allow you to make the runes glow when he's doing something special.
Like blocking ;)
Deflecting
#9082 posted by ijed on 2013/02/26 12:02:02
Was done in Quoth for the Death Lord - not sure of the method there.
We've got a version as well although it's a bit involved.
Basically you add a global 'shielded' that turns on in the animation while its blocking. All the weapon touch functions then check for this value when hitting anything.
If they hit it then reverse their direction;
self.velocity = self.velocity * -1;
And reset the owner field so it can hurt the player;
self.owner = other;
Or do something a bit more clever with scattering.
It's a bit more work this way but you can apply it whenever you like - so running or doing a standing block would both work. You can also have him receive lower damage from hitscan stuff as opposed to automatically damaging the player with an unfair reflected attack.
Not sure if this would work against the LG. I could investigate more.
Vague idea with the rune sword - why not use framegroups? You can animate up to four skins. Yes, it's a lot of overhead just to make a small part of the skin psuedo-shiny or glowing, but it could look cool.
If you 'group' multiple skins (max 4 AFAIK) in Qme it will flipbook between them automatically.
You can also do this manually by just calling the self.skin = whatever. Which could allow you to make the runes glow when he's doing something special.
Like blocking ;)
Shields
#9083 posted by necros on 2013/02/27 04:22:11
I've had good success with duplicating some of the mesh and pushing the faces outward a bit and then using alpha value.
Alpha Free Shield
#9084 posted by Preach on 2013/02/27 09:07:10
Another trick you can use is to take that duplicated & enlarged mesh, and flip all the triangles in it. This creates an "outline" effect around your model, where the original model can be seen inside even without alpha.
Yeah
#9085 posted by ijed on 2013/02/27 14:05:39
I remember your (?) model that did that with an egg shape around an Enforcer.
This is how all cell shading solutions do the outline effect as well, duplicating the mesh and applying a 'push' transform and flipping the triangles, then applying a flat black colour to the newly generated mesh.
Where black lines are needed they just get painted onto the diffuse layer.
When it's done to extremes on low poly stuff you start to see artifacts:
http://www.mobygames.com/images/shots/l/93349-viewtiful-joe-gamecube-screenshot-starting-a-new-game-joe-and.png
For a Quake forcefield, if you wanted to go nuts, you could export the entire mesh plus animations, push it, flip it and then attach it inside the Qc so that it would follow the animations of its owning monster. This would allow you to apply a .alpha value, animate the skin and apply texture fencing.
Derp.
#9086 posted by Shambler on 2013/02/27 14:51:08
Quouth Death Lord forcefield gameplay works very well.
Sock that's a nice model but I don't like the curved swords.
#9087 posted by sock on 2013/02/27 15:04:00
To be honest I was not expecting to do anything interesting with this knight besides having two cool looking swords, but after what ijed said it got me thinking.
Personally I find bullet reflection abilities confusing to read and understand in games. There are plenty of examples of artifacts that do this function, empathy shield, cross of reflection, even the drake MOD has one, but I am not sure what it is called. So trying to implement a reflection ability is going to be tough because it has to be a certain state which the player can read and understand quickly.
I like the idea of swords glowing with an extra large sword model over the top (insync animations) and the alpha value changed. Once the animations are setup then I will post a video to see what people think.
Coding the reflection ability is going to be easy because I have re-written all monster projectiles QC scripts to go through one routine.
Well
#9088 posted by ijed on 2013/02/27 18:52:18
That's why the method I mention is my preferred one, even though its more complex to make.
Visually you can see right away what's going on - the attacks bounce off the guy. The reason it works so well is you understand it immediately at first glance.
I never knew what the function of empathy shield was and never worked up the curiosity to find out.
WIP
Taking a small break from the blue map to mess about in Trenchbroom. Here's what I have so far, it's a remake -
http://s22.postimage.org/ei4s3ovtt/deck.jpg
Work Continues...
Is That Made In TrenchBroom?
Yes
Every single brush! :D
Awesome!
Go Man Go!
#9094 posted by ijed on 2013/03/07 14:13:40
#9095 posted by necros on 2013/03/08 02:00:44
I wonder who will release the first fully trenchbroomed map? :D (not me, I'm only editing stuff made in another editor atm)
I'm Really Trying My Best To...
but I fear some other folk are secretly toiling away at it and might beat me to it. :D
Why Not
#9097 posted by ijed on 2013/03/08 14:33:15
Make a speedmapping session?
Some Progress Screenshots
#9098 posted by foogs on 2013/03/08 22:50:03
I have the layout / connectivity finalized on the tournament map i mentioned earlier. Working on rebuilding the map from scratch using non-developer textures now. Starting on the most important part of the map, the main atrium!
http://www.mediafire.com/conv/c239e6971c2db654835d602641caef7523cd7c729fed97a5cbdef18b3272e2ed6g.jpg
http://www.mediafire.com/conv/fc49244047926b9698e121464681c353638d0fcef547a83fde986a29cecfde7e6g.jpg
Haven't really put much thought into detailing it or lighting it yet but just wanted to give people something to chew on and to assure them that I'm still working on this map.
Looks Pretty Nice
#9099 posted by Drew on 2013/03/09 01:40:40
I love those textures, they are definitely underused!
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