Forum posts

Posted 7 years ago2017-04-25 13:15:21 UTC
in Post your screenshots! WIP thread Post #334621
Cool idea for texture, a bit realistic too since rockets sent to space usually have coating made of ceramic plates that protect them from high temperature (not sure if the info is outdated and they haven't found better thermal protection, been a while since I seen anything space related).

I already have blender for iqm export, worked with it for quite a while too. However, working with Wings feels much better for me (and I already tried other software: gmax, 3ds max, lightwave, milkshape, some sculpting tools). For modeling, nothing works quite like wings. I think it exports to obj too.

If I'll make obj as levels, then I'll be modelling them with wings and tweaking with blender (texturing mostly).
Posted 7 years ago2017-04-25 05:42:15 UTC
in Post your screenshots! WIP thread Post #334616
@Admer456 - yes, q3bsp uses patches and bezier curves.

@Tetsu0 - There's no problem with making quake 1 bsp in sledge, already tried it. But can I make a quake 3 bsp that uses curved terrain with it?

There's also another option - modeling level geometry in a 3d suite, export as obj and place it in level. DP supports obj, collision detection and dynamic lightning on models. Would still have to pair it with q3bsp for better lighting (light-grids quite improve it). Lights can be placed from within game with r_edit_lights 1 and r_editlights_spawn. Would have to search Blood Omnicide for sources of their GUI tools to speed it up.

The shuttle doesn't look that bad.
Posted 7 years ago2017-04-24 18:58:31 UTC
in Post your screenshots! WIP thread Post #334610
To give the knight a bit rest, I've been trying to get a level editor for q3bsp. Got quark, but it's more of a back-up if other ways won't work.

Tried to get GtkRadiant. Hardcoded in support for Darkplaces engine and my game, changed the toolchain to one I'm using (VS 2013) and tried to compile. Got several errors - checked documentation, it requires lots of additional shit to properly compile. Thrown it away.

Now trying with NetRadiant, will need to hardcode support again and compile with MinGW. At least it has Darkplaces support out of the box, just need to code game support.

EDIT

Got it working without coding, making the editor treat the game like a quake mod.
Posted 7 years ago2017-04-24 05:40:57 UTC
in Post your screenshots! WIP thread Post #334605
I think Darkplaces engine is not good enough to handle this
QuakeC is more than enough. Should be as simple as a Boolean that'd return false to knights ai in the part where it determines if they'd attack, if you're not part of their faction. Not sure about enemy neutrality, but then player is a revenant and they'd be more than happy to slay him/her.

I really like how your map is turning out Windawz!

@Admer456 I used Quark for some time. It's quite different than VHE or J.A.C.K and has ability to make models. I actually started mapping for hl with it, before I took the path of hammer.
Posted 7 years ago2017-04-23 19:10:49 UTC
in Post your screenshots! WIP thread Post #334596
It is intended. The faction would be the most powerful and influential knightly order in game's world, not just common guards. They'd have big roles in both mundane and dark fantasy plots. And there'd be only few knights using this weapon, rest would be lower rank and with different weapons and armor.

Basically, if you'd be an enemy of this faction, knights with these swords would be one of those high-level nasties that can shred you to pieces in no time if you're too weak.
Posted 7 years ago2017-04-23 18:50:18 UTC
in Post your screenshots! WIP thread Post #334594
Great work with those caves Windawz!

That mapping guide for GoldSrc seems like a great idea Admer456. Will it be only for J.A.C.K, or do you plan extending it for Quark and VHE?

Haven't had much time to do anything today, so I'll post only minor changes this time. Scaled down handle and hilt, lenghtened blade and made the handle longer (for 2-handed grab).
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Slowly moving towards a project update. Things that I still need to do: Finish all geometry related stuff, texture models, rig and animate, get proper height mapping on world brushes (make better height maps), write something more about factions present in the game's world.
Posted 7 years ago2017-04-22 18:21:44 UTC
in Post your screenshots! WIP thread Post #334567
Yeah, currently it has a handle of a greatsword and blade of a broadsword. Also, there's no bardic (those leather straps that scabbard holds on), but I don't think that I'm going to add more geometry to it right now. The knight on it's own is already above 8000 polies (tesselated), not counting the weapon and sheathe. Even though the engine has an on-model limit of 65536 triangles.
Posted 7 years ago2017-04-22 17:59:23 UTC
in Post your screenshots! WIP thread Post #334565
I should've scalled the sword and scabbard better. Let's assume that for the time being it's something similar to a bastard sword.
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It's sheathed on screens. I actually reworked the blade to make it better.
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Posted 7 years ago2017-04-22 14:50:40 UTC
in Post your screenshots! WIP thread Post #334562
Thanks! There are many things to improve in my models yet.

As for smoothing: pretty much yes. Quick smoothing preview in Wings 3D shows the whole model smoothed after subdivisions. I'll be using different smoothing methods, less poly intensive.

After exporting the model to Milkshape i could re-group the model and apply different smoothing on each body group for example. Not sure about Blender, I keep it mostly for .iqm export/import scripts.

I'm thinking about giving the knight a scabbard for this sword, but can't decide in which place. Strapped to belt, or on the back?
Posted 7 years ago2017-04-22 11:14:05 UTC
in Post your screenshots! WIP thread Post #334559
Signature weapon of sunrise knights. I think I need to adjust the blade to look better when smoothed.
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Posted 7 years ago2017-04-21 16:49:33 UTC
in Post your screenshots! WIP thread Post #334537
Something like Hexen or Heretic, with more RPG mechanics thrown in (a bit like in Dark Souls, but more forgiving). Already posted some info on my ModDB page (link in my journal).
Posted 7 years ago2017-04-21 14:58:23 UTC
in Post your screenshots! WIP thread Post #334535
Went ahead and armored up some more bits.
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Smooth:
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Posted 7 years ago2017-04-21 14:21:20 UTC
in Post your screenshots! WIP thread Post #334533
Something similar to this?
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Posted 7 years ago2017-04-21 14:08:59 UTC
in Post your screenshots! WIP thread Post #334531
I thought that you meant edges creating elbow joint that'd allow model's hand to bend better during animation. Making those armored elbows would be quite easy without remodelling whole hands.
Posted 7 years ago2017-04-21 13:46:11 UTC
in Post your screenshots! WIP thread Post #334528
Looks better now?
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Posted 7 years ago2017-04-21 09:56:24 UTC
in Post your screenshots! WIP thread Post #334523
Base model completed! Poly count turned out higher than expected, with 7524 faces. I'm going to make lower-poly versions of all models for LOD and lower graphics quality settings anyway.
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Smooth:
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Tesselated + scene info (info might look blurry):
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Posted 7 years ago2017-04-20 08:23:19 UTC
in Post your screenshots! WIP thread Post #334508
I had the same GPU paired with pentium dual in my previous laptop, which I used for like three years. Yeah, it's as good GPU as a wooden floor board. Managed to play BF2 with pretty decent framerate on screen native resolution with some customization. Witcher 1 stuttered like crazy in more graphics intensive areas though.

Good that I changed my rig in august...
Posted 7 years ago2017-04-19 20:50:21 UTC
in Post your screenshots! WIP thread Post #334504
Yes, I've written a setting for it and a story that starts simple, then gets more and more complex. Already written down most of ideas I had for it, and I'm still coming up with more additions.
Posted 7 years ago2017-04-19 19:37:35 UTC
in Post your screenshots! WIP thread Post #334501
@Windawz

It's not for a half-life mod. I'm making my project under Darkplaces engine following a mod->standalone approach (starting with quake mod using engine enhanced features, then moving to standalone once all quake dependencies are removed).

I make those models low-poly because I'm not aiming for extreme graphics, rather something that looks good enough but with great gameplay. And that's my first NPC model I ever made :walter:
Posted 7 years ago2017-04-19 18:51:13 UTC
in Post your screenshots! WIP thread Post #334498
Another update. Took me the longest to model, I suck at modelling hands...
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Smoothing preview:
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Above 860 polies with quads. Goes up to 1800 after triangulation.
Posted 7 years ago2017-04-17 12:44:23 UTC
in Post your screenshots! WIP thread Post #334437
Thanks! Actually it's my first such well done model. I started with a cylinder and extruded/scaled it/moved single verts.

I started working on my mod like month or two ago, just been taking very slow and lazy moves, being a bit busy with courses and ending technical.
Posted 7 years ago2017-04-17 09:26:30 UTC
in Post your screenshots! WIP thread Post #334428
@Windawz (I reply to post from previous page) - Yes, it's for my mod. Going for mixture of low and dark fantasy with the theme.

Had some time to improve it today. Scaled it down to make it a bit more skinny and added a helm.
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Posted 7 years ago2017-04-13 14:06:39 UTC
in Post your screenshots! WIP thread Post #334339
Wow, that Temple of Nod you made is awesome!

Moved tiny bit with the armor I'm modelling, I'm quite out of time lately so it goes slowly. I think that the base is done, or might need some slight tweaking.
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310 polies with quads (should be above 600 once tesselated). Considering that it's quite low-poly, I could add much more details to it if not for the lack of time.
Posted 7 years ago2017-04-09 20:36:58 UTC
in Post your screenshots! WIP thread Post #334298
Great work guys! Got my hands a bit dirty with Wings 3D, made a quick model and used smoothing preview feature to see how base would smooth out before adding more details.

Breastplate with overcoat:
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Smoothing preview:
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Posted 7 years ago2017-04-06 13:47:58 UTC
in Post your screenshots! WIP thread Post #334247
You're right, totally forgot about these! misc_explobox and misc_explobox2 entities. They're not the HL-alike brush based func_breakable though. They are modelled and scripted to explode. What I meant by no breakables in Quake is that you can't make a wall that can be destroyed, in base game, I think that in Scourge they had better breakables, but can't be sure. Haven't played expansion pack in a while.
Posted 7 years ago2017-04-06 12:02:43 UTC
in Post your screenshots! WIP thread Post #334245
Replayed base Quake 1 recently and didn't noticed any exploding boxes or rotating stuff. Weren't they added in Scourge of Armagon?
Posted 7 years ago2017-04-06 11:23:25 UTC
in Post your screenshots! WIP thread Post #334243
That's right, no func_breakable, func_door_rotating or even transparent surfaces without additions to progs.dat

Getting stuff from tutorials working in QC is not harder than following C++ tuts. Might be easier in some cases. Copy-pasting still largely works, and there's more QC reference and scripts on the web than Half-Life coding tutorials.
Posted 7 years ago2017-04-06 10:34:38 UTC
in Post your screenshots! WIP thread Post #334240
Great work Admer! That outdoor map looks especially good. You could also add some high wall to make it look more like Quake-styled keep. If you know QuakeC enough (or know where to look, Quake community most probably published code on one of their forums long ago), you can bring entities from Half-Life to Quake with recompiling svqc.

Been working with Quake 3 .bsp, but compiler crashed every time I tried to compile a map, so I'm going to stick with Quake 1 .bsp (or bsp2). Today I've been testing how height maps and high res skies work in Darkplaces engine. Made some wacky, placeholder, test height maps and got high res pack from QuakeOne forum.
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(I know that this groundcover looks horrible...)
Posted 7 years ago2017-04-02 15:45:04 UTC
in Post your screenshots! WIP thread Post #334207
With stock Quake it'll look worse than on my screenshots, a lot has been modified in Darkplaces. And then, I haven't used any of it's advanced features there. I just made a map with basic Quake entities, textured it and compiled.

What I'm doing is starting with a Quake mod, then making it work as standalone pack working with engine. Once I reach that point, I can compile the engine and get my project with it's own executable.
Posted 7 years ago2017-04-02 13:48:22 UTC
in Post your screenshots! WIP thread Post #334205
Haven't had time to make anything competition related, so once I've got an occasion I decided to continue working on one of my projects. Using Darkplaces engine (Quake engine deriative), it was time to decide which map format I'll use (it supports a few).

Made a simple area in Trenchbroom and saved it as .map, which opened flawlessly in Sledge (made a new wad for GS to use the same textures).

Quake bsp compiled with Tyrutils:
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HL bsp compiled with VHLT (running under Darkplaces):
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Same in Half-Life:
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There's also Quake 3 bsp (probably most advanced of supported by the engine) to test, though I'm not familiar with mapping tools for it.
Posted 7 years ago2017-03-21 12:49:33 UTC
in Competition 34: HL Re-Imagined Post #334072
I'm not sure if I'll actually contribute anything to the competition. I started working on an "On the rail" inspired dm map - with combat on trains and in between a few stations, with player controlled tanks in a few places. Got a small part done, but I've been too busy/lazy/drained to work further. Finishing technical takes most of my focus right now...
Posted 7 years ago2017-02-19 21:14:14 UTC
in Competition 34: HL Re-Imagined Post #333641
Great screens guys! Finally throwing something too. It's sill heavy WIP and needs much more detailing and adjusting (I'll change the lighting for sure).
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Fullbright (glass and sprite invisible at this mode):
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Posted 7 years ago2017-02-12 19:50:20 UTC
in Competition 34: HL Re-Imagined Post #333452
Started working quite a while ago, then disliked first results and scrapped everything, only for other stuff to cut in and in the end I don't haven't done anything!

Still, there's 16 days more to submit anything. I'd better start working now...
Posted 7 years ago2016-12-18 21:32:19 UTC
in Competition 34: HL Re-Imagined Post #332795
After a long time of procrasination I've got layout of my entry map mostly figured out. Time to start working on brushwork.
Posted 7 years ago2016-11-24 18:21:50 UTC
in Competition 34: HL Re-Imagined Post #332428
Nice work zeeba-G!

I'll start working on my entry soon, probably based on Datacore.
Posted 8 years ago2016-10-30 09:31:33 UTC
in Competition 34: HL Re-Imagined Post #332154
Count me in for the competition.
Posted 8 years ago2015-11-27 17:52:56 UTC
in Post your screenshots! WIP thread Post #327568
Thanks. Got the starting room, but I still think that there's something not right about these shelves.
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Posted 8 years ago2015-11-27 12:56:25 UTC
in Post your screenshots! WIP thread Post #327566
Working on a custom map pack for HR:AFD
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This is by the way my first post in the forums. Hello!