Inside A Creature's Organ Systems...
#1 posted by Scragbait on 2003/10/08 17:26:11
Okay, this was done in System Shock 2 (quite nicely) and Unreal 2 as well but it is a freaky and neat setting. Requires excellent use of ambient sounds.
It would probably be best made using a game engine that has an editor that works well with organic geometry. Modelling such a realm in Q1 would be torture.
Tssk
#2 posted by wrath on 2003/10/08 18:17:34
curved surfaces! wow, let's make a colonic mod, set in the bowels of a ww2 soldier! and let's make it realistic!
Underwater Base
#3 posted by DaZ on 2003/10/08 18:53:49
seems fucking obvious, but I dont re-call any good underwater base maps for Quake.
Tell me if Im missing one tho :)
Wrath
#4 posted by nitin on 2003/10/08 20:28:16
LOL, make sure it's filled with one shot kill hitscan enemies around every artery though.
Problem With Under-water Base In Q1..
#5 posted by . on 2003/10/09 02:02:58
There's no glass. And I know you can slip in an invisible brush to block you from swimming when you're not supposed to.. but it still looks like water mysteriously sitting there.
Underwater..
#6 posted by Tronyn on 2003/10/09 02:29:25
at one point kell and I were discussing this, for either quake or HL, a map set in underwater ruins where most of it is swimming/exploration and fighting swimming enemies, and though you get biosuits part of the gameplay is making it from air pocket to air pocket (think e1m4).
wrath: that was amusing
Teh Base...
#7 posted by Shambler on 2003/10/09 03:44:45
The start/intro the the final Daikatana levels looked very cool in that way. Unfortunately the levels themselves totally sucked ww2 soldier's rancid colon.
Transparency....isn't there anyway to h4x0r this up?
Err... Probably Wrong But...
#8 posted by distrans on 2003/10/09 04:08:20
Two invisible brushes with an enclosed "empty" space in between them?
Wrong!
#9 posted by Shambler on 2003/10/09 04:16:36
Wouldn't both the brushes and the empty space be completely transparent? You need some visual effect there.
Pretty Sure It Can't Be Done In Regular Quake
#10 posted by starbuck on 2003/10/09 05:57:24
tomazquake lets you set transparency of brushes though.
the best i think you could do would be to use the old QuakeLab style glass, as seen on
http://www.planetquake.com/quakelab/tricks.htm
it clips you and stops weapons fire, but you can see through it. Its really not so bad when its used in something that looks like a small window (with bars and frame detail). Alternatively, maybe something could be done with particle fields, i dunno
Yeah
#11 posted by wrath on 2003/10/09 07:07:39
a force field thingy around the window frame or some shit like that. could probably be done with a texture.
Og, I Forgot
#12 posted by wrath on 2003/10/09 07:09:34
can i count on that as my annual on topic relevant contribution, and in doing so - continue to be a complete asshole for another year?
I Think..
#13 posted by . on 2003/10/09 07:20:02
You could just put up a brush that has the same water texture, only animated and with a glass layer painted over it... which would work, since you can't see through.. well, you can see through water if you have it patched.. eh..
#14 posted by Scampie on 2003/10/09 09:15:20
layout based on the bodies blood flow
If I Remember Correctly
#15 posted by starbuck on 2003/10/09 09:25:30
one (maybe more) of czg's abandoned maps had a pseudo transparancy effect... might have been one of the doom textured ones. It was slightly flickery, made me think it was being triggered repeatedly very fast
Wrath:
#16 posted by Shambler on 2003/10/09 10:33:23
You're exempt from having to contribut a relevant post. Just be an asshole okay =)
Shamb
#17 posted by wrath on 2003/10/09 10:40:47
To christ - a cross, to me - a tazer, a shotgun, a pitchfork, high voltage over tcp/ip technology and my own death-ray orbital platform.
x o x o x
Just...
#18 posted by metlslime on 2003/10/09 13:14:12
don't use glass.
Metl...
for president.
Glass Transparency Problems
#20 posted by DaZ on 2003/10/09 15:05:49
you cant seriously belive that no mapper has tried making an underwater base level just because he cant make good glass? That sucks! :D
Btw:
#21 posted by scampie on 2003/10/09 16:27:06
glass over water is easy to hack into a map for glquake. tell people to turn on transparent water, vis the map for transparency, and use a flat light blue/white colored texture named '*myglass' or something like it on a skinny brush that's over the water. only problem with this is that you'd still need the 'glass' trick starbuck mentioned if you wanted it to be solid.
Er...
#22 posted by scampie on 2003/10/09 16:31:00
if you don't get my explanation, what I mean is the make a flat colored liquid texture. then it doesn't 'wave', and a light color like blue can make it appear really nice. you'd probabally need some experimentation to get it right.
Scumpie...
#23 posted by Shambler on 2003/10/09 17:03:30
...yah that's what I was thinking of, but don't you need to have r_wateralpha 0.2 or something that low for it to work??
Scampie:
#24 posted by metlslime on 2003/10/09 17:29:50
except that the *myglass would be all warpy...
I'd suggest making a sprite that uses SPR_ORIENTED as its orientation, and is basically transparent except for some white diagonal streaks. It would look cartoony, but at least people would know it was glass, and it would work in all engines (but requires a new progs.dat, of course)
Metlslime:
#25 posted by Scampie on 2003/10/09 17:39:21
that's why you use a flat, single colored texture.
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