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jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Wed Oct 29, 2008 4:01 pm Post subject: |

Wazat wrote:
At least this model doesn't have male parts hanging out.

Oh and when she has killed males, make her hang the males from parts...
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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Wed Oct 29, 2008 7:51 pm Post subject: |

Some more shots: All four corners done, with yellow lines and not, with drains and whatnot. I've reduced the building textures as they were slightly too big and off scale Different angle, plus the start of a second building Same shot without fog, skybox is probably temp
View from the worldcraft
Thanks for the atmosphere comments, although that's really down to the wonders of DP rain and fog
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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Oct 29, 2008 8:23 pm Post subject: |

That looks very nice. Are you using the Quake palette or some trick to use high resolution textures with worldcraft? /Half-life map format with DarkPlaces?

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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Wed Oct 29, 2008 8:52 pm Post subject: |

They're all free textures converted to .tga using paint shop pro (after applying quake.pal and 'darkening' them) converted to .mip with Wally and entered into my quake .wad and de-fullbrighted with Texmex. Nothing too high res or shiney. (I'm toying with using higher res ones in the game folder later on, but tbh I'm not fussed)
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed Oct 29, 2008 9:53 pm Post subject: |

jim wrote:
Oh and when she has killed males, make her hang the males from parts...

if I could, I would. I could probably even use Gyro, though that's not (L)GPL'ed AFAIK

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Oct 29, 2008 10:13 pm Post subject: |

ajay wrote:
I'm toying with using higher res ones in the game folder later on, but tbh I'm not fussed

It is my understanding that the BSP editor can edit maps AND use your high resolution replacement textures it finds while doing it.
Something I am going to have to research though, is that considering DarkPlaces and some other engines as well can do Half-Life format which virtually lifts all restrictions on colors (while allowing editing in a Worldcraft series editor).
I like the quake1 bsp format from the perspective of simplicity and the user-friendliness of the editors, but would like to *easily* escape the limitations of the 256 color Quake palette and the .bsp texture resolution limitations.

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Thu Oct 30, 2008 7:59 am Post subject: |

Wow Ajay, that looks so great. The lighting is flat at the moment so I think the atmosphere will even get better once there are lights and contrasts etc. _________________ Quake Maps

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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Thu Oct 30, 2008 8:45 am Post subject: |

Don't mention lighting! I shudder at the thought of it. Though it should be considerably easier in the type of maps and mood I'm working on in this mod _________________ my site

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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Tue Nov 04, 2008 7:35 pm Post subject: |

I've just implemented the flashlight tut from this very fine site, but have remembered that doesn't DP have it's own built one? If I'm right, how does it happen? _________________ my site

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GiffE Joined: 08 Oct 2006 Posts: 141 Location: USA, CT |

Posted: Tue Nov 04, 2008 8:27 pm Post subject: |

ajay wrote:
I've just implemented the flashlight tut from this very fine site, but have remembered that doesn't DP have it's own built one? If I'm right, how does it happen?

No but DP does support cubemaps so it can have a much nicer flashlight.
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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Wed Nov 05, 2008 7:06 pm Post subject: |

Video clip from the start point of earthQUAKE. Just a quick view of the cellar. There's a few aspects that are placeholders - the switch, some textures and the shotgun (not that early at least) I'm making a real effort to have more or less alligned textures (!) and have some decent lighting. The latter you can't judge in a small, dark, block room though. I took care not to shine the torch thru' the hatch, or go up the stairs as there's obviously a whole world taking shape .....
http://www.ajaysquakesite.co.uk/earthQUAKE/earthQUAKE_cellar_1.avi
EDIT: youtube version: http://www.youtube.com/v/I2TBPLSufqU
By the way, is there a way to embed video in this forum?
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Last edited by ajay on Thu Nov 06, 2008 9:54 am; edited 1 time in total

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Thu Nov 06, 2008 7:34 am Post subject: |

You can always just link to a youtube video you've uploaded. It's the only way I can watch your video here at work anyway, so please do Also, not to be an ass, but wasn't there a mod called EarthQuake already? I recall it as one that replaced all the weapons with realism inspired ones.
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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Thu Nov 06, 2008 1:02 pm Post subject: |

I think there may have been (I'm sure I had this chat when I first started this mod) but it wasn't finished/released?? I could very well be wrong however _________________ my site

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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Thu Nov 06, 2008 9:24 pm Post subject: |

New screens: View from outside the cellar hatch (from video) inside the building (the one in earlier screenshots), you can see the pc thru' the hatch! More of the inside, showing the windows. The building I'm constructing to then destroy it, more of that later!
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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Fri Nov 07, 2008 8:58 pm Post subject: |

Another video: The cellar from the first video, but now leading up into the building above. There's a fair amount of optimising to do; I'm currently constructing the building 'complete' - layed flooring (complete with horizontal struts, wouldn't be seen unless I knock the building down, which I am) etc, when its going to be destroyed in the game. This is useful to deciding how the building should look when half knocked down, but may not be/isn't the most efficient way framerate-wise etc.
Therefore its far from finished. Each iteration of the building is really just a way a testing the look of the building as it "should be"
http://www.youtube.com/watch?v=lzlCKxXpZNk
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